glsl2: Use Mesa types instead of duping them into our program.h.
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+2
-78
@@ -23,6 +23,8 @@
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#include <GL/gl.h>
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#include "main/mtypes.h"
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#include "shader/prog_parameter.h"
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#include "shader/prog_uniform.h"
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/**
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* Based on gl_shader in Mesa's mtypes.h.
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@@ -41,84 +43,6 @@ struct glsl_shader {
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struct glsl_symbol_table *symbols;
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};
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typedef int gl_state_index;
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#define STATE_LENGTH 5
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/**
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* Program parameter.
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* Used by shaders/programs for uniforms, constants, varying vars, etc.
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*/
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struct gl_program_parameter
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{
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const char *Name; /**< Null-terminated string */
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gl_register_file Type; /**< PROGRAM_NAMED_PARAM, CONSTANT or STATE_VAR */
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GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
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/**
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* Number of components (1..4), or more.
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* If the number of components is greater than 4,
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* this parameter is part of a larger uniform like a GLSL matrix or array.
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* The next program parameter's Size will be Size-4 of this parameter.
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*/
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GLuint Size;
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GLboolean Used; /**< Helper flag for GLSL uniform tracking */
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GLboolean Initialized; /**< Has the ParameterValue[] been set? */
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GLbitfield Flags; /**< Bitmask of PROG_PARAM_*_BIT */
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/**
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* A sequence of STATE_* tokens and integers to identify GL state.
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*/
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gl_state_index StateIndexes[STATE_LENGTH];
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};
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/**
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* List of gl_program_parameter instances.
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*/
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struct gl_program_parameter_list
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{
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GLuint Size; /**< allocated size of Parameters, ParameterValues */
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GLuint NumParameters; /**< number of parameters in arrays */
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struct gl_program_parameter *Parameters; /**< Array [Size] */
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GLfloat (*ParameterValues)[4]; /**< Array [Size] of GLfloat[4] */
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GLbitfield StateFlags; /**< _NEW_* flags indicating which state changes
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might invalidate ParameterValues[] */
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};
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/**
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* Shader program uniform variable.
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* The glGetUniformLocation() and glUniform() commands will use this
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* information.
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* Note that a uniform such as "binormal" might be used in both the
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* vertex shader and the fragment shader. When glUniform() is called to
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* set the uniform's value, it must be updated in both the vertex and
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* fragment shaders. The uniform may be in different locations in the
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* two shaders so we keep track of that here.
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*/
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struct gl_uniform
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{
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const char *Name; /**< Null-terminated string */
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GLint VertPos;
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GLint FragPos;
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GLboolean Initialized; /**< For debug. Has this uniform been set? */
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#if 0
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GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
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GLuint Size; /**< Number of components (1..4) */
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#endif
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};
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/**
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* List of gl_uniforms
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*/
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struct gl_uniform_list
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{
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GLuint Size; /**< allocated size of Uniforms array */
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GLuint NumUniforms; /**< number of uniforms in the array */
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struct gl_uniform *Uniforms; /**< Array [Size] */
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};
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/**
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* Based on gl_shader_program in Mesa's mtypes.h.
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*/
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