};
private:
- struct Bindings
+ enum Stage
+ {
+ VERTEX,
+ GEOMETRY,
+ FRAGMENT,
+ MAX_STAGES
+ };
+
+ struct TransientData
{
std::map<std::string, unsigned> textures;
std::map<std::string, unsigned> blocks;
+ std::map<unsigned, int> spec_values;
};
unsigned id;
- std::vector<unsigned> stage_ids;
+ unsigned stage_ids[MAX_STAGES];
const Module *module;
- Bindings *bindings;
+ TransientData *transient;
bool linked;
std::vector<UniformBlockInfo> uniform_blocks;
std::vector<UniformInfo> uniforms;
LayoutHash uniform_layout_hash;
std::vector<AttributeInfo> attributes;
+ std::string debug_name;
public:
/// Constructs an empty Program with no shader stages attached.
void add_stages(const Module &, const std::map<std::string, int> & = std::map<std::string, int>());
private:
- unsigned add_stage(GLenum);
+ bool has_stages() const;
+ unsigned add_stage(Stage);
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> &);
void bind() const;
static void unbind();
+
+ void set_debug_name(const std::string &);
+private:
+ void set_stage_debug_name(unsigned, Stage);
};
} // namespace GL