#include <vector>
#include <msp/datafile/objectloader.h>
#include "bindable.h"
+#include "datatype.h"
#include "gl.h"
#include "vertexformat.h"
namespace Msp {
namespace GL {
+class GlslModule;
class Module;
class Shader;
void vertex_shader(const std::string &);
};
+private:
+ class SpecializationLoader: public DataFile::Loader
+ {
+ private:
+ std::map<std::string, int> &spec_values;
+
+ static ActionMap shared_actions;
+
+ public:
+ SpecializationLoader(std::map<std::string, int> &);
+
+ private:
+ virtual void init_actions();
+
+ void specialize_bool(const std::string &, bool);
+ void specialize_int(const std::string &, int);
+ };
+
+public:
typedef unsigned LayoutHash;
struct UniformBlockInfo;
unsigned size;
unsigned array_stride;
unsigned matrix_stride;
- GLenum type;
+ DataType type;
};
struct UniformBlockInfo
std::string name;
unsigned location;
unsigned size;
- GLenum type;
+ DataType type;
};
typedef std::map<std::string, UniformInfo> UniformMap;
private:
unsigned id;
- std::vector<unsigned> shader_ids;
+ std::vector<unsigned> stage_ids;
const Module *module;
bool linked;
UniformBlockMap uniform_blocks;
AttributeMap attributes;
public:
- /// Constructs an empty Program with no Shaders attached.
+ /// Constructs an empty Program with no shader stages attached.
Program();
/// Constructs a Program from unified source code using ProgramCompiler.
- Program(const std::string &);
+ DEPRECATED Program(const std::string &);
/// Constructs a Program from vertex and fragment shader source code.
DEPRECATED Program(const std::string &, const std::string &);
+ /// Constructs a Program from a Module, with specialization constants.
+ Program(const Module &, const std::map<std::string, int> & = std::map<std::string, int>());
+
private:
void init();
public:
virtual ~Program();
- void add_stages(const Module &);
+ void add_stages(const Module &, const std::map<std::string, int> & = std::map<std::string, int>());
+private:
+ unsigned add_stage(GLenum);
+ void add_glsl_stages(const GlslModule &, const std::map<std::string, int> &);
+ void compile_glsl_stage(unsigned);
+public:
DEPRECATED void attach_shader(Shader &shader);
DEPRECATED void attach_shader_owned(Shader *shader);
DEPRECATED void detach_shader(Shader &shader);
DEPRECATED const std::vector<Shader *> &get_attached_shaders() const;
DEPRECATED void bind_attribute(unsigned, const std::string &);
- DEPRECATED void bind_attribute(VertexComponent, const std::string &);
+ DEPRECATED void bind_attribute(VertexAttribute, const std::string &);
DEPRECATED void bind_fragment_data(unsigned, const std::string &);
void link();
private:
- static void require_type(GLenum);
void query_uniforms();
void query_uniform_blocks(const std::vector<UniformInfo *> &);
void query_attributes();