glsl2: Use Mesa types instead of duping them into our program.h.

This commit is contained in:
Eric Anholt
2010-06-25 12:23:38 -07:00
parent 2a3d46dd46
commit 7f2bf62d25
+2 -78
View File
@@ -23,6 +23,8 @@
#include <GL/gl.h>
#include "main/mtypes.h"
#include "shader/prog_parameter.h"
#include "shader/prog_uniform.h"
/**
* Based on gl_shader in Mesa's mtypes.h.
@@ -41,84 +43,6 @@ struct glsl_shader {
struct glsl_symbol_table *symbols;
};
typedef int gl_state_index;
#define STATE_LENGTH 5
/**
* Program parameter.
* Used by shaders/programs for uniforms, constants, varying vars, etc.
*/
struct gl_program_parameter
{
const char *Name; /**< Null-terminated string */
gl_register_file Type; /**< PROGRAM_NAMED_PARAM, CONSTANT or STATE_VAR */
GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
/**
* Number of components (1..4), or more.
* If the number of components is greater than 4,
* this parameter is part of a larger uniform like a GLSL matrix or array.
* The next program parameter's Size will be Size-4 of this parameter.
*/
GLuint Size;
GLboolean Used; /**< Helper flag for GLSL uniform tracking */
GLboolean Initialized; /**< Has the ParameterValue[] been set? */
GLbitfield Flags; /**< Bitmask of PROG_PARAM_*_BIT */
/**
* A sequence of STATE_* tokens and integers to identify GL state.
*/
gl_state_index StateIndexes[STATE_LENGTH];
};
/**
* List of gl_program_parameter instances.
*/
struct gl_program_parameter_list
{
GLuint Size; /**< allocated size of Parameters, ParameterValues */
GLuint NumParameters; /**< number of parameters in arrays */
struct gl_program_parameter *Parameters; /**< Array [Size] */
GLfloat (*ParameterValues)[4]; /**< Array [Size] of GLfloat[4] */
GLbitfield StateFlags; /**< _NEW_* flags indicating which state changes
might invalidate ParameterValues[] */
};
/**
* Shader program uniform variable.
* The glGetUniformLocation() and glUniform() commands will use this
* information.
* Note that a uniform such as "binormal" might be used in both the
* vertex shader and the fragment shader. When glUniform() is called to
* set the uniform's value, it must be updated in both the vertex and
* fragment shaders. The uniform may be in different locations in the
* two shaders so we keep track of that here.
*/
struct gl_uniform
{
const char *Name; /**< Null-terminated string */
GLint VertPos;
GLint FragPos;
GLboolean Initialized; /**< For debug. Has this uniform been set? */
#if 0
GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
GLuint Size; /**< Number of components (1..4) */
#endif
};
/**
* List of gl_uniforms
*/
struct gl_uniform_list
{
GLuint Size; /**< allocated size of Uniforms array */
GLuint NumUniforms; /**< number of uniforms in the array */
struct gl_uniform *Uniforms; /**< Array [Size] */
};
/**
* Based on gl_shader_program in Mesa's mtypes.h.
*/