return 1;\r
}\r
\r
-void exec_vertex_shader (struct gl2_vertex_shader_intf **vs)\r
+void _slang_exec_vertex_shader (struct gl2_vertex_shader_intf **vs)\r
{\r
struct gl2_vertex_shader_impl *impl;\r
slang_translation_unit *unit;\r
}\r
}\r
\r
-void exec_fragment_shader (struct gl2_fragment_shader_intf **fs)\r
+void _slang_exec_fragment_shader (struct gl2_fragment_shader_intf **fs)\r
{\r
struct gl2_fragment_shader_impl *impl;\r
slang_translation_unit *unit;\r
/*\r
* Mesa 3-D graphics library\r
- * Version: 6.3\r
+ * Version: 6.5\r
*\r
- * Copyright (C) 2005 Brian Paul All Rights Reserved.\r
+ * Copyright (C) 2006 Brian Paul All Rights Reserved.\r
*\r
* Permission is hereby granted, free of charge, to any person obtaining a\r
* copy of this software and associated documentation files (the "Software"),\r
\r
#include "mtypes.h"\r
\r
+\r
+extern int _slang_fetch_float(struct gl2_vertex_shader_intf **vs, const char *name, GLfloat *val, int write);\r
+\r
+extern int _slang_fetch_vec3(struct gl2_vertex_shader_intf **vs, const char *name, GLfloat *val, int write);\r
+\r
+extern int _slang_fetch_vec4(struct gl2_vertex_shader_intf **vs, const char *name, GLfloat *val, GLuint index, int write);\r
+\r
+extern int _slang_fetch_vec4_f(struct gl2_fragment_shader_intf **fs, const char *name, GLfloat *val, GLuint index, int write);\r
+\r
+extern int _slang_fetch_mat3(struct gl2_vertex_shader_intf **vs, const char *name, GLfloat *val, GLuint index, int write);\r
+\r
+extern int _slang_fetch_mat4(struct gl2_vertex_shader_intf **vs, const char *name, GLfloat *val, GLuint index, int write);\r
+\r
+extern int _slang_fetch_discard(struct gl2_fragment_shader_intf **fs, GLboolean *val);\r
+\r
+extern GLint _slang_get_uniform_location(struct gl2_program_intf **pro, const char *name);\r
+\r
+extern GLboolean _slang_write_uniform(struct gl2_program_intf **pro, GLint loc, GLsizei count, const GLvoid *data, GLenum type);\r
+\r
+extern void _slang_exec_vertex_shader(struct gl2_vertex_shader_intf **vs);\r
+\r
+extern void _slang_exec_fragment_shader(struct gl2_fragment_shader_intf **fs);\r
+\r
+\r
extern GLhandleARB\r
_mesa_3dlabs_create_shader_object (GLenum);\r
\r