Lines Matching refs:Shader
322 (ctx->Shader.CurrentVertexProgram &&
323 ctx->Shader.CurrentVertexProgram->LinkStatus &&
324 ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]);
383 /* Choose GLSL vertex shader over ARB vertex program. Need this
384 * since vertex shader state validation comes after fragment state
388 vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
520 struct gl_shader *shader;
547 current = p->shader->symbols->get_variable("gl_CurrentAttribFragMESA");
558 ir_variable *var = p->shader->symbols->get_variable("gl_Color");
589 var = p->shader->symbols->get_variable("gl_TextureEnvColor");
597 var = p->shader->symbols->get_variable("gl_Color");
927 ir_variable *tc_array = p->shader->symbols->get_variable("gl_TexCoord");
950 sampler_type = p->shader->symbols->get_type("sampler1DShadow");
952 sampler_type = p->shader->symbols->get_type("sampler1D");
957 sampler_type = p->shader->symbols->get_type("sampler1DArrayShadow");
959 sampler_type = p->shader->symbols->get_type("sampler1DArray");
964 sampler_type = p->shader->symbols->get_type("sampler2DShadow");
966 sampler_type = p->shader->symbols->get_type("sampler2D");
971 sampler_type = p->shader->symbols->get_type("sampler2DArrayShadow");
973 sampler_type = p->shader->symbols->get_type("sampler2DArray");
978 sampler_type = p->shader->symbols->get_type("sampler2DRectShadow");
980 sampler_type = p->shader->symbols->get_type("sampler2DRect");
985 sampler_type = p->shader->symbols->get_type("sampler3D");
990 sampler_type = p->shader->symbols->get_type("samplerCubeShadow");
992 sampler_type = p->shader->symbols->get_type("samplerCube");
997 sampler_type = p->shader->symbols->get_type("samplerExternalOES");
1100 rot_mat_0 = p->shader->symbols->get_variable("gl_BumpRotMatrix0MESA");
1101 rot_mat_1 = p->shader->symbols->get_variable("gl_BumpRotMatrix1MESA");
1103 ir_variable *tc_array = p->shader->symbols->get_variable("gl_TexCoord");
1161 oparams = p->shader->symbols->get_variable("gl_FogParamsOptimizedMESA");
1162 fogcoord = p->shader->symbols->get_variable("gl_FogFragCoord");
1163 params = p->shader->symbols->get_variable("gl_Fog");
1259 p->shader->symbols->get_variable("gl_SecondaryColor");
1276 ir_variable *frag_color = p->shader->symbols->get_variable("gl_FragColor");
1293 p.shader = ctx->Driver.NewShader(ctx, 0, GL_FRAGMENT_SHADER);
1294 p.shader->ir = new(p.shader) exec_list;
1295 state = new(p.shader) _mesa_glsl_parse_state(ctx, GL_FRAGMENT_SHADER,
1296 p.shader);
1297 p.shader->symbols = state->symbols;
1298 p.top_instructions = p.shader->ir;
1299 p.instructions = p.shader->ir;
1304 * separate shader, in case we're in a GLES2 context that would
1329 new(p.mem_ctx) ir_function_signature(p.shader->symbols->get_type("void"));
1337 validate_ir_tree(p.shader->ir);
1339 while (do_common_optimization(p.shader->ir, false, false, 32))
1341 reparent_ir(p.shader->ir, p.shader->ir);
1343 p.shader->CompileStatus = true;
1344 p.shader->Version = state->language_version;
1345 p.shader->num_builtins_to_link = state->num_builtins_to_link;
1348 p.shader_program->Shaders[0] = p.shader;
1370 _mesa_problem(ctx, "Failed to link fixed function fragment shader: %s\n",