#ifndef SHADER_API_H
#define SHADER_API_H
#include "glheader.h"
#include "mtypes.h"
extern void
_mesa_init_shader_state(GLcontext * ctx);
extern void
_mesa_free_shader_state(GLcontext *ctx);
extern struct gl_shader_program *
_mesa_new_shader_program(GLcontext *ctx, GLuint name);
extern void
_mesa_clear_shader_program_data(GLcontext *ctx,
struct gl_shader_program *shProg);
extern void
_mesa_free_shader_program_data(GLcontext *ctx,
struct gl_shader_program *shProg);
extern void
_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg);
extern void
_mesa_reference_shader_program(GLcontext *ctx,
struct gl_shader_program **ptr,
struct gl_shader_program *shProg);
extern struct gl_shader_program *
_mesa_lookup_shader_program(GLcontext *ctx, GLuint name);
extern struct gl_shader *
_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type);
extern void
_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh);
extern void
_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
struct gl_shader *sh);
extern struct gl_shader *
_mesa_lookup_shader(GLcontext *ctx, GLuint name);
extern void
_mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader);
extern void
_mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
const GLchar *name);
extern void
_mesa_compile_shader(GLcontext *ctx, GLuint shaderObj);
extern GLuint
_mesa_create_shader(GLcontext *ctx, GLenum type);
extern GLuint
_mesa_create_program(GLcontext *ctx);
extern void
_mesa_delete_program2(GLcontext *ctx, GLuint name);
extern void
_mesa_delete_shader(GLcontext *ctx, GLuint shader);
extern void
_mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader);
extern void
_mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLchar *name);
extern void
_mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLchar *name);
extern void
_mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
GLsizei *count, GLuint *obj);
extern GLint
_mesa_get_attrib_location(GLcontext *ctx, GLuint program,
const GLchar *name);
extern GLuint
_mesa_get_handle(GLcontext *ctx, GLenum pname);
extern void
_mesa_get_programiv(GLcontext *ctx, GLuint program,
GLenum pname, GLint *params);
extern void
_mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize,
GLsizei *length, GLchar *infoLog);
extern void
_mesa_get_shaderiv(GLcontext *ctx, GLuint shader, GLenum pname, GLint *params);
extern void
_mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize,
GLsizei *length, GLchar *infoLog);
extern void
_mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength,
GLsizei *length, GLchar *sourceOut);
extern void
_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
GLfloat *params);
extern void
_mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
GLint *params);
extern GLint
_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name);
extern GLboolean
_mesa_is_program(GLcontext *ctx, GLuint name);
extern GLboolean
_mesa_is_shader(GLcontext *ctx, GLuint name);
extern void
_mesa_link_program(GLcontext *ctx, GLuint program);
extern void
_mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source);
extern void
_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
const GLvoid *values, GLenum type);
void
_mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
GLenum matrixType, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values);
extern void
_mesa_use_program(GLcontext *ctx, GLuint program);
extern void
_mesa_validate_program(GLcontext *ctx, GLuint program);
#endif