+/**
+ * Allocate a new gl_shader_program object, initialize it.
+ */
+struct gl_shader_program *
+_mesa_new_shader_program(GLcontext *ctx, GLuint name)
+{
+ struct gl_shader_program *shProg;
+ shProg = CALLOC_STRUCT(gl_shader_program);
+ if (shProg) {
+ shProg->Type = GL_SHADER_PROGRAM;
+ shProg->Name = name;
+ shProg->RefCount = 1;
+ }
+ return shProg;
+}
+
+
+void
+_mesa_free_shader_program_data(GLcontext *ctx,
+ struct gl_shader_program *shProg)
+{
+ assert(shProg->Type == GL_SHADER_PROGRAM);
+
+ if (shProg->VertexProgram) {
+ if (shProg->VertexProgram->Base.Parameters == shProg->Uniforms) {
+ /* to prevent a double-free in the next call */
+ shProg->VertexProgram->Base.Parameters = NULL;
+ }
+ _mesa_delete_program(ctx, &shProg->VertexProgram->Base);
+ shProg->VertexProgram = NULL;
+ }
+
+ if (shProg->FragmentProgram) {
+ if (shProg->FragmentProgram->Base.Parameters == shProg->Uniforms) {
+ /* to prevent a double-free in the next call */
+ shProg->FragmentProgram->Base.Parameters = NULL;
+ }
+ _mesa_delete_program(ctx, &shProg->FragmentProgram->Base);
+ shProg->FragmentProgram = NULL;
+ }
+
+
+ if (shProg->Uniforms) {
+ _mesa_free_parameter_list(shProg->Uniforms);
+ shProg->Uniforms = NULL;
+ }
+
+ if (shProg->Varying) {
+ _mesa_free_parameter_list(shProg->Varying);
+ shProg->Varying = NULL;
+ }
+}
+
+
+
+void
+_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
+{
+ _mesa_free_shader_program_data(ctx, shProg);
+ _mesa_free(shProg);
+}
+
+
+/**
+ * Lookup a GLSL program object.
+ */
+struct gl_shader_program *
+_mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
+{
+ struct gl_shader_program *shProg;
+ if (name) {
+ shProg = (struct gl_shader_program *)
+ _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+ /* Note that both gl_shader and gl_shader_program objects are kept
+ * in the same hash table. Check the object's type to be sure it's
+ * what we're expecting.
+ */
+ if (shProg && shProg->Type != GL_SHADER_PROGRAM) {
+ return NULL;
+ }
+ return shProg;
+ }
+ return NULL;
+}
+
+
+/**
+ * Allocate a new gl_shader object, initialize it.
+ */
+struct gl_shader *
+_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
+{
+ struct gl_shader *shader;
+ assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
+ shader = CALLOC_STRUCT(gl_shader);
+ if (shader) {
+ shader->Type = type;
+ shader->Name = name;
+ shader->RefCount = 1;
+ }
+ return shader;
+}
+
+
+void
+_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
+{
+ GLuint i;
+ if (sh->Source)
+ _mesa_free((void *) sh->Source);
+ if (sh->InfoLog)
+ _mesa_free(sh->InfoLog);
+ for (i = 0; i < sh->NumPrograms; i++) {
+ assert(sh->Programs[i]);
+ _mesa_delete_program(ctx, sh->Programs[i]);
+ }
+ if (sh->Programs)
+ _mesa_free(sh->Programs);
+ _mesa_free(sh);
+}
+
+
+/**
+ * Lookup a GLSL shader object.
+ */
+struct gl_shader *
+_mesa_lookup_shader(GLcontext *ctx, GLuint name)
+{
+ if (name) {
+ struct gl_shader *sh = (struct gl_shader *)
+ _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+ /* Note that both gl_shader and gl_shader_program objects are kept
+ * in the same hash table. Check the object's type to be sure it's
+ * what we're expecting.
+ */
+ if (sh && sh->Type == GL_SHADER_PROGRAM) {
+ assert(sh->Type == GL_VERTEX_SHADER ||
+ sh->Type == GL_FRAGMENT_SHADER);
+ return NULL;
+ }
+ return sh;
+ }
+ return NULL;
+}
+
+
+void
+_mesa_init_shader_state(GLcontext * ctx)
+{
+ ctx->Shader._FragmentShaderPresent = GL_FALSE;
+ ctx->Shader._VertexShaderPresent = GL_FALSE;
+}
+
+
+
/**
image units allowed.
*/
}
-
-
-
-/**********************************************************************/
-
-
-/**
- * Allocate a new gl_shader_program object, initialize it.
- */
-struct gl_shader_program *
-_mesa_new_shader_program(GLcontext *ctx, GLuint name)
-{
- struct gl_shader_program *shProg;
- shProg = CALLOC_STRUCT(gl_shader_program);
- if (shProg) {
- shProg->Type = GL_SHADER_PROGRAM;
- shProg->Name = name;
- shProg->RefCount = 1;
- }
- return shProg;
-}
-
-
-void
-_mesa_free_shader_program_data(GLcontext *ctx,
- struct gl_shader_program *shProg)
-{
- assert(shProg->Type == GL_SHADER_PROGRAM);
-
- if (shProg->VertexProgram) {
- if (shProg->VertexProgram->Base.Parameters == shProg->Uniforms) {
- /* to prevent a double-free in the next call */
- shProg->VertexProgram->Base.Parameters = NULL;
- }
- _mesa_delete_program(ctx, &shProg->VertexProgram->Base);
- shProg->VertexProgram = NULL;
- }
-
- if (shProg->FragmentProgram) {
- if (shProg->FragmentProgram->Base.Parameters == shProg->Uniforms) {
- /* to prevent a double-free in the next call */
- shProg->FragmentProgram->Base.Parameters = NULL;
- }
- _mesa_delete_program(ctx, &shProg->FragmentProgram->Base);
- shProg->FragmentProgram = NULL;
- }
-
-
- if (shProg->Uniforms) {
- _mesa_free_parameter_list(shProg->Uniforms);
- shProg->Uniforms = NULL;
- }
-
- if (shProg->Varying) {
- _mesa_free_parameter_list(shProg->Varying);
- shProg->Varying = NULL;
- }
-}
-
-
-
-void
-_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
-{
- _mesa_free_shader_program_data(ctx, shProg);
- _mesa_free(shProg);
-}
-
-
-/**
- * Lookup a GLSL program object.
- */
-struct gl_shader_program *
-_mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
-{
- struct gl_shader_program *shProg;
- if (name) {
- shProg = (struct gl_shader_program *)
- _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
- /* Note that both gl_shader and gl_shader_program objects are kept
- * in the same hash table. Check the object's type to be sure it's
- * what we're expecting.
- */
- if (shProg && shProg->Type != GL_SHADER_PROGRAM) {
- return NULL;
- }
- return shProg;
- }
- return NULL;
-}
-
-
-/**
- * Allocate a new gl_shader object, initialize it.
- */
-struct gl_shader *
-_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
-{
- struct gl_shader *shader;
- assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
- shader = CALLOC_STRUCT(gl_shader);
- if (shader) {
- shader->Type = type;
- shader->Name = name;
- shader->RefCount = 1;
- }
- return shader;
-}
-
-
-void
-_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
-{
- GLuint i;
- if (sh->Source)
- _mesa_free((void *) sh->Source);
- if (sh->InfoLog)
- _mesa_free(sh->InfoLog);
- for (i = 0; i < sh->NumPrograms; i++) {
- assert(sh->Programs[i]);
- _mesa_delete_program(ctx, sh->Programs[i]);
- }
- if (sh->Programs)
- _mesa_free(sh->Programs);
- _mesa_free(sh);
-}
-
-
-/**
- * Lookup a GLSL shader object.
- */
-struct gl_shader *
-_mesa_lookup_shader(GLcontext *ctx, GLuint name)
-{
- if (name) {
- struct gl_shader *sh = (struct gl_shader *)
- _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
- /* Note that both gl_shader and gl_shader_program objects are kept
- * in the same hash table. Check the object's type to be sure it's
- * what we're expecting.
- */
- if (sh && sh->Type == GL_SHADER_PROGRAM) {
- assert(sh->Type == GL_VERTEX_SHADER ||
- sh->Type == GL_FRAGMENT_SHADER);
- return NULL;
- }
- return sh;
- }
- return NULL;
-}
-
-
-void
-_mesa_init_shader_state(GLcontext * ctx)
-{
- ctx->Shader._FragmentShaderPresent = GL_FALSE;
- ctx->Shader._VertexShaderPresent = GL_FALSE;
-}