GLuint Name; /**< the user-visible texture object ID */
GLchar *Label; /**< GL_KHR_debug */
GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
+ gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
+ Only valid when Target is valid. */
struct gl_sampler_object Sampler;
/** Points to highest priority, complete and enabled texture object */
struct gl_texture_object *_Current;
+
+ /** Texture targets that have a non-default texture bound */
+ GLbitfield _BoundTextures;
};
/** Largest index of a texture unit with _Current != NULL. */
GLint _MaxEnabledTexImageUnit;
+
+ /** Largest index + 1 of texture units that have had any CurrentTex set. */
+ GLint NumCurrentTexUsed;
};
struct glsl_symbol_table *symbols;
bool uses_builtin_functions;
+ bool uses_gl_fragcoord;
+ bool redeclares_gl_fragcoord;
+ bool ARB_fragment_coord_conventions_enable;
+
+ /**
+ * Fragment shader state from GLSL 1.50 layout qualifiers.
+ */
+ bool origin_upper_left;
+ bool pixel_center_integer;
/**
* Geometry shader state from GLSL 1.50 layout qualifiers.
*/
GLboolean BinaryRetreivableHint;
- /**
- * Flags that the linker should not reject the program if it lacks
- * a vertex or fragment shader. GLES2 doesn't allow separate
- * shader objects, and would reject them. However, we internally
- * build separate shader objects for fixed function programs, which
- * we use for drivers/common/meta.c and for handling
- * _mesa_update_state with no program bound (for example in
- * glClear()).
- */
- GLboolean InternalSeparateShader;
-
/**
* Indicates whether program can be bound for individual pipeline stages
* using UseProgramStages after it is next linked.
* \c NULL.
*/
struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
+
+ /* True if any of the fragment shaders attached to this program use:
+ * #extension ARB_fragment_coord_conventions: enable
+ */
+ GLboolean ARB_fragment_coord_conventions_enable;
};
/**
* Programs used for rendering
*
- * There is a separate program set for each shader stage. If
- * GL_EXT_separate_shader_objects is not supported, each of these must point
- * to \c NULL or to the same program.
+ * There is a separate program set for each shader stage.
*/
struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
GLboolean ARB_point_sprite;
GLboolean ARB_sample_shading;
GLboolean ARB_seamless_cube_map;
- GLboolean ARB_separate_shader_objects;
GLboolean ARB_shader_atomic_counters;
GLboolean ARB_shader_bit_encoding;
GLboolean ARB_shader_image_load_store;
GLboolean ARB_texture_mirror_clamp_to_edge;
GLboolean ARB_texture_multisample;
GLboolean ARB_texture_non_power_of_two;
+ GLboolean ARB_texture_stencil8;
GLboolean ARB_texture_query_levels;
GLboolean ARB_texture_query_lod;
GLboolean ARB_texture_rg;
GLboolean EXT_pixel_buffer_object;
GLboolean EXT_point_parameters;
GLboolean EXT_provoking_vertex;
- GLboolean EXT_separate_shader_objects;
GLboolean EXT_shader_integer_mix;
GLboolean EXT_stencil_two_side;
GLboolean EXT_texture3D;