#define MSP_GL_SL_COMPILER_H_
#include <vector>
+#include <msp/datafile/collection.h>
+#include <msp/io/base.h>
#include "parser.h"
-#include "program.h"
#include "syntax.h"
namespace Msp {
class Compiler
{
+public:
+ enum Mode
+ {
+ MODULE,
+ PROGRAM
+ };
+
private:
+ Features features;
Module *module;
std::vector<std::string> imported_names;
public:
Compiler();
+ Compiler(const Features &);
~Compiler();
private:
void set_source(const std::string &, const std::string & = "<string>");
void load_source(IO::Base &, DataFile::Collection * = 0, const std::string & = "<file>");
void load_source(IO::Base &, const std::string &);
- void compile();
- void add_shaders(Program &);
+ void compile(Mode);
+
+ std::string get_combined_glsl() const;
+ std::vector<Stage::Type> get_stages() const;
+ std::string get_stage_glsl(Stage::Type) const;
+ const std::map<std::string, unsigned> &get_vertex_attributes() const;
+ const std::map<std::string, unsigned> &get_fragment_outputs() const;
+ const SourceMap &get_source_map() const;
+
+ std::string get_stage_debug(Stage::Type) const;
private:
void append_module(Module &, DataFile::Collection *);
void append_stage(Stage &);
void import(DataFile::Collection *, const std::string &);
- void generate(Stage &);
+ void generate(Stage &, Mode);
bool optimize(Stage &);
- void finalize(Stage &);
+ void finalize(Stage &, Mode);
static void inject_block(Block &, const Block &);
};