#include <vector>
#include <msp/datafile/objectloader.h>
#include "bindable.h"
+#include "datatype.h"
#include "gl.h"
+#include "module.h"
#include "vertexformat.h"
namespace Msp {
namespace GL {
-class Module;
class Shader;
/**
std::string name;
const UniformBlockInfo *block;
unsigned location;
- unsigned size;
+ unsigned array_size;
unsigned array_stride;
unsigned matrix_stride;
- GLenum type;
+ DataType type;
+
+ UniformInfo();
};
struct UniformBlockInfo
int bind_point;
std::vector<const UniformInfo *> uniforms;
LayoutHash layout_hash;
+
+ UniformBlockInfo();
};
struct AttributeInfo
{
std::string name;
unsigned location;
- unsigned size;
- GLenum type;
+ unsigned array_size;
+ DataType type;
+
+ AttributeInfo();
};
typedef std::map<std::string, UniformInfo> UniformMap;
public:
virtual ~Program();
-private:
- unsigned add_stage(GLenum);
-public:
void add_stages(const Module &, const std::map<std::string, int> & = std::map<std::string, int>());
private:
- void compile_stage(unsigned);
+ unsigned add_stage(GLenum);
+ void add_glsl_stages(const GlslModule &, const std::map<std::string, int> &);
+ void compile_glsl_stage(unsigned);
+ void add_spirv_stages(const SpirVModule &, const std::map<std::string, int> &);
public:
DEPRECATED void attach_shader(Shader &shader);
void link();
private:
- static void require_type(GLenum);
void query_uniforms();
void query_uniform_blocks(const std::vector<UniformInfo *> &);
void query_attributes();
+ void collect_uniforms();
+ void collect_block_uniforms(UniformBlockInfo &, const SpirVModule::Structure &, const std::string &, unsigned);
+ void collect_attributes();
+ void update_layout_hash();
static LayoutHash compute_layout_hash(const std::vector<const UniformInfo *> &);
static bool uniform_location_compare(const UniformInfo *, const UniformInfo *);
public: