#include "glheader.h"
#include <GL/internal/glcore.h> /* __GLcontextModes (GLvisual) */
#include "config.h" /* Hardwired parameters */
-#include "glapitable.h"
-#include "glthread.h"
+#include "glapi/glapitable.h"
+#include "glapi/glthread.h"
#include "math/m_matrix.h" /* GLmatrix */
#include "bitset.h"
GLfloat ShadowAmbient; /**< GL_ARB_shadow_ambient */
GLenum CompareMode; /**< GL_ARB_shadow */
GLenum CompareFunc; /**< GL_ARB_shadow */
- GLenum _Function; /**< Comparison function derrived from
+ GLenum _Function; /**< Comparison function derived from
* \c CompareOperator, \c CompareMode, and
* \c CompareFunc.
*/
GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
- GLboolean Complete; /**< Is texture object complete? */
+ GLboolean _Complete; /**< Is texture object complete? */
/** Actual texture images, indexed by [cube face] and [mipmap level] */
struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
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 ShadowSamplers; /**< Texture units used for shadow sampling. */
/** Named parameters, constants, etc. from program text */
struct gl_program_parameter_list *Parameters;
GLboolean ARB_depth_texture;
GLboolean ARB_draw_buffers;
GLboolean ARB_fragment_program;
+ GLboolean ARB_fragment_program_shadow;
GLboolean ARB_fragment_shader;
GLboolean ARB_half_float_pixel;
GLboolean ARB_imaging;