/*@{*/
struct _mesa_HashTable;
struct gl_pixelstore_attrib;
+struct gl_program_cache;
struct gl_texture_format;
struct gl_texture_image;
struct gl_texture_object;
struct st_context;
+struct pipe_surface;
typedef struct __GLcontextRec GLcontext;
typedef struct __GLcontextModesRec GLvisual;
typedef struct gl_framebuffer GLframebuffer;
/*@}*/
};
-struct texenvprog_cache_item {
- GLuint hash;
- void *key;
- struct gl_fragment_program *data;
- struct texenvprog_cache_item *next;
-};
-
-struct texenvprog_cache {
- struct texenvprog_cache_item **items;
- GLuint size, n_items;
- GLcontext *ctx;
-};
/**
* Texture attribute group (GL_TEXTURE_BIT).
/** GL_EXT_shared_texture_palette */
GLboolean SharedPalette;
struct gl_color_table Palette;
-
- /** Cached texenv fragment programs */
- struct texenvprog_cache env_fp_cache;
};
/** Vertex and fragment instructions */
struct prog_instruction;
struct gl_program_parameter_list;
+struct gl_uniform_list;
/**
GLbitfield InputsRead; /**< Bitmask of which input regs are read */
GLbitfield OutputsWritten; /**< Bitmask of which output regs are written to */
GLbitfield TexturesUsed[MAX_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
+ GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
/** Named parameters, constants, etc. from program text */
/** Vertex program user-defined attributes */
struct gl_program_parameter_list *Attributes;
+ /** Map from sampler unit to texture unit (set by glUniform1i()) */
+ GLubyte SamplerUnits[MAX_SAMPLERS];
+ /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
+ GLubyte SamplerTargets[MAX_SAMPLERS];
+
/** Logical counts */
/*@{*/
GLuint NumInstructions;
/** Program to emulate fixed-function T&L (see above) */
struct gl_vertex_program *_TnlProgram;
+ /** Cache of fixed-function programs */
+ struct gl_program_cache *Cache;
+
#if FEATURE_MESA_program_debug
GLprogramcallbackMESA Callback;
GLvoid *CallbackData;
/** Program to emulate fixed-function texture env/combine (see above) */
struct gl_fragment_program *_TexEnvProgram;
+ /** Cache of fixed-function programs */
+ struct gl_program_cache *Cache;
+
#if FEATURE_MESA_program_debug
GLprogramcallbackMESA Callback;
GLvoid *CallbackData;
*/
struct gl_query_object
{
- GLuint Id;
- GLuint64EXT Result; /* the counter */
- GLboolean Active; /* inside Begin/EndQuery */
- GLboolean Ready; /* result is ready */
+ GLenum Target; /**< The query target, when active */
+ GLuint Id; /**< hash table ID/name */
+ GLuint64EXT Result; /**< the counter */
+ GLboolean Active; /**< inside Begin/EndQuery */
+ GLboolean Ready; /**< result is ready? */
};
/**
- * A GLSL shader object.
+ * A GLSL vertex or fragment shader object.
*/
struct gl_shader
{
/**
- * A GLSL program object. Basically a linked collection of "shaders".
+ * A GLSL program object.
+ * Basically a linked collection of vertex and fragment shaders.
*/
struct gl_shader_program
{
/* post-link info: */
struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
- struct gl_program_parameter_list *Uniforms; /**< Plus constants, etc */
+ struct gl_uniform_list *Uniforms;
struct gl_program_parameter_list *Varying;
struct gl_program_parameter_list *Attributes; /**< Vertex attributes */
GLboolean LinkStatus; /**< GL_LINK_STATUS */
/*@{*/
struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
#if FEATURE_ARB_vertex_program
- struct gl_program *DefaultVertexProgram;
+ struct gl_vertex_program *DefaultVertexProgram;
#endif
#if FEATURE_ARB_fragment_program
- struct gl_program *DefaultFragmentProgram;
+ struct gl_fragment_program *DefaultFragmentProgram;
#endif
/*@}*/