namespace Msp {
namespace GL {
-ProgramData::ProgramData():
+ProgramData::ProgramData(const Program *p):
+ tied_program(p),
last_block(0),
buffer(0),
dirty(0)
// Blocks are intentionally left uncopied
ProgramData::ProgramData(const ProgramData &other):
+ tied_program(0),
uniform_slots(other.uniform_slots),
uniforms(other.uniforms),
last_block(0),
delete *i;
uniforms.clear();
+ tied_program = other.tied_program;
+
uniform_slots = other.uniform_slots;
for(vector<Uniform *>::const_iterator i=other.uniforms.begin(); i!=other.uniforms.end(); ++i)
uniforms.push_back((*i)->clone());
void ProgramData::uniform(const string &name, Uniform *uni)
{
- if(name[name.size()-1]==']')
+ try
+ {
+ if(tied_program)
+ tied_program->get_uniform_info(name);
+ else if(name[name.size()-1]==']')
+ throw invalid_argument("ProgramData::uniform");
+ }
+ catch(...)
{
delete uni;
- throw invalid_argument("ProgramData::uniform");
+ throw;
}
SlotMap::iterator i = uniform_slots.find(name);
}
}
+void ProgramData::uniform(const string &name, const Uniform &u)
+{
+ uniform(name, u.clone());
+}
+
void ProgramData::uniform(const string &name, int v)
{
uniform(name, new Uniform1i(v));
for(vector<const Program::UniformInfo *>::const_iterator i=block.uniforms.begin(); i!=block.uniforms.end(); ++i)
{
SlotMap::const_iterator j = uniform_slots.find((*i)->name);
+ /* TODO issue a warning (or even error?) either here or in update_block
+ if all uniforms for a buffer-backed block are not found */
if(j!=uniform_slots.end() && j->second<MASK_BITS)
mask |= 1<<j->second;
}