From ade508312c701ce89d3c2cd717994dbbabb4f207 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Wed, 14 May 2008 16:09:46 -0600 Subject: Updated GLSL uniform/sampler handling from gallium-0.1 branch Previously, the shader linker combined the uniforms used by the vertex and fragment shaders into a combined set of uniforms. This made the implementation of glUniform*() simple, but was rather inefficient otherwise. Now each shader gets its own set of uniforms (no more modelview matrix showing up in the fragment shader uniforms, for example). cherry-picked by hand from gallium-0.1 branch --- src/mesa/shader/prog_execute.h | 2 ++ 1 file changed, 2 insertions(+) (limited to 'src/mesa/shader/prog_execute.h') diff --git a/src/mesa/shader/prog_execute.h b/src/mesa/shader/prog_execute.h index 3ea0ba1565c..18b13e11a41 100644 --- a/src/mesa/shader/prog_execute.h +++ b/src/mesa/shader/prog_execute.h @@ -63,6 +63,8 @@ struct gl_program_machine GLuint CondCodes[4]; /**< COND_* value for x/y/z/w */ GLint AddressReg[MAX_PROGRAM_ADDRESS_REGS][4]; + const GLubyte *Samplers; /** Array mapping sampler var to tex unit */ + GLuint CallStack[MAX_PROGRAM_CALL_DEPTH]; /**< For CAL/RET instructions */ GLuint StackDepth; /**< Index/ptr to top of CallStack[] */ -- cgit v1.2.3