#include "main/hash.h"
#include "main/imports.h"
#include "main/macros.h"
+#include "main/mtypes.h"
#include "main/nvprogram.h"
-#include "shader/arbprogparse.h"
-#include "shader/nvfragparse.h"
-#include "shader/nvvertparse.h"
-#include "shader/program.h"
-#include "shader/prog_instruction.h"
-#include "shader/prog_parameter.h"
+#include "program/arbprogparse.h"
+#include "program/nvfragparse.h"
+#include "program/nvvertparse.h"
+#include "program/program.h"
+#include "program/prog_instruction.h"
+#include "program/prog_parameter.h"
}
void
-_mesa_emit_nv_temp_initialization(GLcontext *ctx,
+_mesa_emit_nv_temp_initialization(struct gl_context *ctx,
struct gl_program *program)
{
struct prog_instruction *inst;
GLuint i;
+ struct gl_shader_compiler_options* options =
+ &ctx->ShaderCompilerOptions[_mesa_program_target_to_index(program->Target)];
- if (!ctx->Shader.EmitNVTempInitialization)
+ if (!options->EmitNVTempInitialization)
return;
/* We'll swizzle up a zero temporary so we can use it for the
}
void
-_mesa_setup_nv_temporary_count(GLcontext *ctx, struct gl_program *program)
+_mesa_setup_nv_temporary_count(struct gl_context *ctx, struct gl_program *program)
{
GLuint i;
*/
void GLAPIENTRY
_mesa_ProgramParameters4dvNV(GLenum target, GLuint index,
- GLuint num, const GLdouble *params)
+ GLsizei num, const GLdouble *params)
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (target == GL_VERTEX_PROGRAM_NV && ctx->Extensions.NV_vertex_program) {
- GLuint i;
+ GLint i;
if (index + num > MAX_NV_VERTEX_PROGRAM_PARAMS) {
_mesa_error(ctx, GL_INVALID_VALUE, "glProgramParameters4dvNV");
return;
*/
void GLAPIENTRY
_mesa_ProgramParameters4fvNV(GLenum target, GLuint index,
- GLuint num, const GLfloat *params)
+ GLsizei num, const GLfloat *params)
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (target == GL_VERTEX_PROGRAM_NV && ctx->Extensions.NV_vertex_program) {
- GLuint i;
+ GLint i;
if (index + num > MAX_NV_VERTEX_PROGRAM_PARAMS) {
_mesa_error(ctx, GL_INVALID_VALUE, "glProgramParameters4fvNV");
return;