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authorBrian Paul <brian.paul@tungstengraphics.com>2008-05-14 16:09:46 -0600
committerBrian Paul <brian.paul@tungstengraphics.com>2008-05-14 16:09:46 -0600
commitade508312c701ce89d3c2cd717994dbbabb4f207 (patch)
tree7c7a35935143d90c99820025a8887c5606041db6 /src/mesa/shader/prog_execute.h
parentc807c1a23fc918591e9d2f6f26c4e071a725bced (diff)
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
Diffstat (limited to 'src/mesa/shader/prog_execute.h')
-rw-r--r--src/mesa/shader/prog_execute.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/shader/prog_execute.h b/src/mesa/shader/prog_execute.h
index 3ea0ba1565..18b13e11a4 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[] */