/*@}*/
-/*********************************************/
-
/**
* Determine if the given gl_varying_slot appears in the fragment shader.
*/
GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
- GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
+ GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
};
/* ARB_texture_multisample / GL3.2 additions */
GLboolean SampleMask;
- GLbitfield SampleMaskValue; /* GL spec defines this as an array but >32x MSAA is
- * madness
- */
+ /** The GL spec defines this as an array but >32x MSAA is madness */
+ GLbitfield SampleMaskValue;
};
GLuint Face;
/** GL_ARB_texture_multisample */
- GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
- GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
+ GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
+ GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
};
/**
* Vertex arrays as consumed by a driver.
- * The array pointer is set up only by the VBO module. */
+ * The array pointer is set up only by the VBO module.
+ */
const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
};
*/
struct gl_shader
{
- GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
+ /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
+ * Must be the first field.
+ */
+ GLenum Type;
GLuint Name; /**< AKA the handle */
GLint RefCount; /**< Reference count */
GLboolean DeletePending;
MESA_SHADER_TYPES = 3
} gl_shader_type;
+
struct gl_uniform_buffer_variable
{
char *Name;
GLboolean RowMajor;
};
-enum gl_uniform_block_packing {
+
+enum gl_uniform_block_packing
+{
ubo_packing_std140,
ubo_packing_shared,
ubo_packing_packed
};
+
struct gl_uniform_block
{
/** Declared name of the uniform block */
enum gl_uniform_block_packing _Packing;
};
+
/**
* A GLSL program object.
* Basically a linked collection of vertex and fragment shaders.
GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
GLuint MaxTextureCoordUnits;
GLuint MaxCombinedTextureImageUnits;
- GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
+ GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */