Lines Matching defs:shader

227    /* Choose GLSL vertex shader over ARB vertex program.  Need this
228 * since vertex shader state validation comes after fragment state
338 struct gl_shader *shader;
360 current = p->shader->symbols->get_variable(name);
369 ir_variable *var = p->shader->symbols->get_variable("gl_Color");
400 var = p->shader->symbols->get_variable("gl_TextureEnvColor");
408 var = p->shader->symbols->get_variable("gl_Color");
728 ir_variable *tc_array = p->shader->symbols->get_variable("gl_TexCoord");
912 oparams = p->shader->symbols->get_variable("gl_FogParamsOptimizedMESA");
914 fogcoord = p->shader->symbols->get_variable("gl_FogFragCoord");
916 params = p->shader->symbols->get_variable("gl_Fog");
1005 p->shader->symbols->get_variable("gl_SecondaryColor");
1022 ir_variable *frag_color = p->shader->symbols->get_variable("gl_FragColor");
1039 p.shader = _mesa_new_shader(0, MESA_SHADER_FRAGMENT);
1040 p.shader->ir = new(p.shader) exec_list;
1041 state = new(p.shader) _mesa_glsl_parse_state(ctx, MESA_SHADER_FRAGMENT,
1042 p.shader);
1043 p.shader->symbols = state->symbols;
1044 p.top_instructions = p.shader->ir;
1045 p.instructions = p.shader->ir;
1050 * separate shader, in case we're in a GLES2 context that would
1059 * ignore the depth texture mode. That's a shader and state dependency
1061 * completely correct solution: if the shader declares GLSL >= 1.30 and
1065 * For the fixed-function fragment shader, use 120 to get correct behavior
1094 validate_ir_tree(p.shader->ir);
1096 reparent_ir(p.shader->ir, p.shader->ir);
1098 p.shader->CompileStatus = COMPILE_SUCCESS;
1099 p.shader->Version = state->language_version;
1102 p.shader_program->Shaders[0] = p.shader;
1108 _mesa_problem(ctx, "Failed to link fixed function fragment shader: %s\n",