/* * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * Copyright © 2010 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include #include "main/mtypes.h" extern "C" { #include "shader/prog_parameter.h" #include "shader/prog_uniform.h" } /** * Based on gl_shader in Mesa's mtypes.h. */ struct glsl_shader { GLenum Type; GLuint Name; GLint RefCount; GLboolean DeletePending; GLboolean CompileStatus; const GLchar *Source; /**< Source code string */ size_t SourceLen; GLchar *InfoLog; struct exec_list ir; struct glsl_symbol_table *symbols; struct gl_shader *mesa_shader; }; /** * Based on gl_shader_program in Mesa's mtypes.h. */ struct glsl_program { GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */ GLuint Name; /**< aka handle or ID */ GLint RefCount; /**< Reference count */ GLboolean DeletePending; GLuint NumShaders; /**< number of attached shaders */ struct glsl_shader **Shaders; /**< List of attached the shaders */ /** * Per-stage shaders resulting from the first stage of linking. */ /*@{*/ unsigned _NumLinkedShaders; struct glsl_shader **_LinkedShaders; /*@}*/ /** User-defined attribute bindings (glBindAttribLocation) */ struct gl_program_parameter_list *Attributes; /* post-link info: */ struct gl_uniform_list *Uniforms; struct gl_program_parameter_list *Varying; GLboolean LinkStatus; /**< GL_LINK_STATUS */ GLboolean Validated; GLboolean _Used; /**< Ever used for drawing? */ GLchar *InfoLog; }; extern void link_shaders(struct glsl_program *prog);