#if USE_3DLABS_FRONTEND\r
#include "slang_mesa.h"\r
#include "Public/ShaderLang.h"\r
+#else\r
+#include "slang_compile.h"\r
#endif\r
\r
struct gl2_unknown_obj\r
#if USE_3DLABS_FRONTEND\r
char **strings;\r
TBuiltInResource res;\r
+#else\r
+ slang_translation_unit unit;\r
+ slang_unit_type type;\r
#endif\r
\r
impl->_obj.compile_status = GL_FALSE;\r
\r
impl->_obj._generic.info_log = _mesa_strdup (ShGetInfoLog (\r
impl->_obj._3dlabs_shhandle._obj.handle));\r
+#else\r
+ if (impl->_vftbl->GetSubType (intf) == GL_FRAGMENT_SHADER)\r
+ type = slang_unit_fragment_shader;\r
+ else\r
+ type = slang_unit_vertex_shader;\r
+ if (_slang_compile (impl->_obj.source, &unit, type))\r
+ {\r
+ impl->_obj.compile_status = GL_TRUE;\r
+ }\r
+ else\r
+ {\r
+ impl->_obj._generic.info_log = _mesa_strdup ("error: invalid translation unit");\r
+ }\r
#endif\r
}\r
\r