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-rw-r--r--src/glsl/program.h80
1 files changed, 2 insertions, 78 deletions
diff --git a/src/glsl/program.h b/src/glsl/program.h
index d21b04344cd..3c656e9e7c3 100644
--- a/src/glsl/program.h
+++ b/src/glsl/program.h
@@ -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.
*/