namespace GL {
/**
-A complete shader program. Programs can be assembled of individual Shaders or
-generated with a set of standard features.
+A shader program consisting of one or more stages.
+
+Programs are created from Modules. Specialization values can be applied to
+customize behaviour of the module.
*/
class Program: public ProgramBackend
{
void collect_uniforms(const SpirVModule &, const std::map<unsigned, int> &);
void collect_block_uniforms(const SpirVModule::Structure &, const std::string &, unsigned, const std::map<unsigned, int> &, std::vector<std::string> &);
void collect_attributes(const SpirVModule &);
+ void collect_builtins(const SpirVModule &);
+ void collect_builtins(const SpirVModule::Structure &);
public:
ReflectData::LayoutHash get_uniform_layout_hash() const { return reflect_data.layout_hash; }
const std::vector<ReflectData::AttributeInfo> &get_attributes() const { return reflect_data.attributes; }
const ReflectData::AttributeInfo &get_attribute_info(const std::string &) const;
int get_attribute_location(const std::string &) const;
+ unsigned get_n_clip_distances() const { return reflect_data.n_clip_distances; }
using ProgramBackend::set_debug_name;
};