};
ReflectData reflect_data;
+ SpirVModule *specialized_spirv = 0;
public:
/// Constructs an empty Program with no shader stages attached.
/// Constructs a Program from a Module, with specialization constants.
Program(const Module &, const std::map<std::string, int> & = std::map<std::string, int>());
+ Program(Program &&);
+ ~Program();
+
void add_stages(const Module &, const std::map<std::string, int> & = std::map<std::string, int>());
private:
void collect_uniforms(const SpirVModule &);
int get_uniform_location(const std::string &) const;
int get_uniform_location(Tag) const;
int get_uniform_binding(Tag) const;
+ bool uses_uniform_block_binding(int b) const { return uses_binding(b|ReflectData::UNIFORM_BLOCK_BINDING); }
+ bool uses_texture_binding(unsigned b) const { return uses_binding(b|ReflectData::TEXTURE_BINDING); }
+private:
+ bool uses_binding(int) const;
+public:
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;