LayoutHash layout_hash;
};
+ struct AttributeInfo
+ {
+ std::string name;
+ unsigned location;
+ unsigned size;
+ GLenum type;
+ };
+
typedef std::vector<Shader *> ShaderList;
typedef std::map<std::string, UniformInfo> UniformMap;
typedef std::map<std::string, UniformBlockInfo> UniformBlockMap;
+ typedef std::map<std::string, AttributeInfo> AttributeMap;
private:
unsigned id;
UniformBlockMap uniform_blocks;
UniformMap uniforms;
LayoutHash uniform_layout_hash;
- bool legacy_vars;
+ AttributeMap attributes;
public:
/// Constructs an empty Program with no Shaders attached.
Program();
/// Constructs a Program with standard features.
- Program(const ProgramBuilder::StandardFeatures &);
+ DEPRECATED Program(const ProgramBuilder::StandardFeatures &);
/// Constructs a Program from unified source code using ProgramCompiler.
Program(const std::string &);
void link();
private:
+ static void require_type(GLenum);
+ void query_uniforms();
+ void query_uniform_blocks(const std::vector<UniformInfo *> &);
+ void query_attributes();
static LayoutHash compute_layout_hash(const std::vector<const UniformInfo *> &);
static bool uniform_location_compare(const UniformInfo *, const UniformInfo *);
public:
const UniformMap &get_uniforms() const { return uniforms; }
const UniformInfo &get_uniform_info(const std::string &) const;
int get_uniform_location(const std::string &) const;
-
- bool uses_legacy_variables() const { return legacy_vars; }
+ const AttributeMap &get_attributes() const { return attributes; }
+ const AttributeInfo &get_attribute_info(const std::string &) const;
+ int get_attribute_location(const std::string &) const;
void bind() const;
static void unbind();