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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/slang/slang_typeinfo.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/slang/slang_typeinfo.h')
-rw-r--r--src/mesa/shader/slang/slang_typeinfo.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_typeinfo.h b/src/mesa/shader/slang/slang_typeinfo.h
index 587331e8b1..ad5aa3e195 100644
--- a/src/mesa/shader/slang/slang_typeinfo.h
+++ b/src/mesa/shader/slang/slang_typeinfo.h
@@ -65,6 +65,7 @@ typedef struct slang_assemble_ctx_
struct slang_label_ *curFuncEndLabel;
struct slang_ir_node_ *CurLoop;
struct slang_function_ *CurFunction;
+ GLuint numSamplers;
} slang_assemble_ctx;