GLuint PassedCounter;
struct _mesa_HashTable *QueryObjects;
};
-\r
-/* gl2 unique interface identifier */\r
-/* each gl2 interface has its own interface id used for object queries */\r
-enum gl2_uiid\r
-{\r
- UIID_UNKNOWN, /* supported by all objects */\r
- UIID_GENERIC, /* generic object */\r
- UIID_CONTAINER, /* contains generic objects */\r
- UIID_SHADER, /* shader object */\r
- UIID_FRAGMENT_SHADER, /* fragment shader */\r
- UIID_VERTEX_SHADER, /* vertex shader */\r
- UIID_PROGRAM /* program object */\r
-};\r
-\r
-struct gl2_unknown_intf\r
-{\r
- GLvoid (* AddRef) (struct gl2_unknown_intf **);\r
- GLvoid (* Release) (struct gl2_unknown_intf **);\r
- struct gl2_unknown_intf **(* QueryInterface) (struct gl2_unknown_intf **, enum gl2_uiid uiid);\r
-};\r
-\r
-struct gl2_generic_intf\r
-{\r
- struct gl2_unknown_intf _unknown;\r
- GLvoid (* Delete) (struct gl2_generic_intf **);\r
- GLenum (* GetType) (struct gl2_generic_intf **);\r
- GLhandleARB (* GetName) (struct gl2_generic_intf **);\r
- GLboolean (* GetDeleteStatus) (struct gl2_generic_intf **);\r
- const GLcharARB *(* GetInfoLog) (struct gl2_generic_intf **);\r
-};\r
-\r
-struct gl2_container_intf\r
-{\r
- struct gl2_generic_intf _generic;\r
- GLboolean (* Attach) (struct gl2_container_intf **, struct gl2_generic_intf **);\r
- GLboolean (* Detach) (struct gl2_container_intf **, struct gl2_generic_intf **);\r
- GLsizei (* GetAttachedCount) (struct gl2_container_intf **);\r
- struct gl2_generic_intf **(* GetAttached) (struct gl2_container_intf **, GLuint);\r
-};\r
-\r
-struct gl2_shader_intf\r
-{\r
- struct gl2_generic_intf _generic;\r
- GLenum (* GetSubType) (struct gl2_shader_intf **);\r
- GLboolean (* GetCompileStatus) (struct gl2_shader_intf **);\r
- GLvoid (* SetSource) (struct gl2_shader_intf **, GLcharARB *, GLint *, GLsizei);\r
- const GLcharARB *(* GetSource) (struct gl2_shader_intf **);\r
- GLvoid (* Compile) (struct gl2_shader_intf **);\r
-};\r
-\r
-struct gl2_program_intf\r
-{\r
- struct gl2_container_intf _container;\r
- GLboolean (* GetLinkStatus) (struct gl2_program_intf **);\r
- GLboolean (* GetValidateStatus) (struct gl2_program_intf **);\r
- GLvoid (* Link) (struct gl2_program_intf **);\r
- GLvoid (* Validate) (struct gl2_program_intf **);\r
-};\r
-\r
-struct gl2_fragment_shader_intf\r
-{\r
- struct gl2_shader_intf _shader;\r
-};\r
-\r
-struct gl2_vertex_shader_intf\r
-{\r
- struct gl2_shader_intf _shader;\r
-};\r
-\r
-struct gl_shader_objects_state\r
-{\r
- struct gl2_program_intf **current_program;\r
-};\r
+
+
+/**
+ * XXX Can we move all these gl2 datatypes into the shader directory???
+ */
+
+
+/**
+ * gl2 unique interface identifier.
+ * Each gl2 interface has its own interface id used for object queries.
+ */
+enum gl2_uiid
+{
+ UIID_UNKNOWN, /* supported by all objects */
+ UIID_GENERIC, /* generic object */
+ UIID_CONTAINER, /* contains generic objects */
+ UIID_SHADER, /* shader object */
+ UIID_FRAGMENT_SHADER, /* fragment shader */
+ UIID_VERTEX_SHADER, /* vertex shader */
+ UIID_PROGRAM /* program object */
+};
+
+struct gl2_unknown_intf
+{
+ GLvoid (* AddRef) (struct gl2_unknown_intf **);
+ GLvoid (* Release) (struct gl2_unknown_intf **);
+ struct gl2_unknown_intf **(* QueryInterface) (struct gl2_unknown_intf **, enum gl2_uiid uiid);
+};
+
+struct gl2_generic_intf
+{
+ struct gl2_unknown_intf _unknown;
+ GLvoid (* Delete) (struct gl2_generic_intf **);
+ GLenum (* GetType) (struct gl2_generic_intf **);
+ GLhandleARB (* GetName) (struct gl2_generic_intf **);
+ GLboolean (* GetDeleteStatus) (struct gl2_generic_intf **);
+ const GLcharARB *(* GetInfoLog) (struct gl2_generic_intf **);
+};
+
+struct gl2_container_intf
+{
+ struct gl2_generic_intf _generic;
+ GLboolean (* Attach) (struct gl2_container_intf **, struct gl2_generic_intf **);
+ GLboolean (* Detach) (struct gl2_container_intf **, struct gl2_generic_intf **);
+ GLsizei (* GetAttachedCount) (struct gl2_container_intf **);
+ struct gl2_generic_intf **(* GetAttached) (struct gl2_container_intf **, GLuint);
+};
+
+struct gl2_shader_intf
+{
+ struct gl2_generic_intf _generic;
+ GLenum (* GetSubType) (struct gl2_shader_intf **);
+ GLboolean (* GetCompileStatus) (struct gl2_shader_intf **);
+ GLvoid (* SetSource) (struct gl2_shader_intf **, GLcharARB *, GLint *, GLsizei);
+ const GLcharARB *(* GetSource) (struct gl2_shader_intf **);
+ GLvoid (* Compile) (struct gl2_shader_intf **);
+};
+
+struct gl2_program_intf
+{
+ struct gl2_container_intf _container;
+ GLboolean (* GetLinkStatus) (struct gl2_program_intf **);
+ GLboolean (* GetValidateStatus) (struct gl2_program_intf **);
+ GLvoid (* Link) (struct gl2_program_intf **);
+ GLvoid (* Validate) (struct gl2_program_intf **);
+};
+
+struct gl2_fragment_shader_intf
+{
+ struct gl2_shader_intf _shader;
+};
+
+struct gl2_vertex_shader_intf
+{
+ struct gl2_shader_intf _shader;
+};
+
+struct gl_shader_objects_state
+{
+ struct gl2_program_intf **current_program;
+};
/**
#if FEATURE_ARB_vertex_buffer_object
struct _mesa_HashTable *BufferObjects;
-#endif\r
-\r
+#endif
+
struct _mesa_HashTable *GL2Objects;
void *DriverData; /**< Device driver shared state */
struct gl_fragment_program_state FragmentProgram; /**< GL_NV_fragment_program */
struct gl_ati_fragment_shader_state ATIFragmentShader; /**< GL_ATI_fragment_shader */
- struct gl_occlusion_state Occlusion; /**< GL_ARB_occlusion_query */\r
-\r
+ struct gl_occlusion_state Occlusion; /**< GL_ARB_occlusion_query */
+
struct gl_shader_objects_state ShaderObjects; /* GL_ARB_shader_objects */
/*@}*/