#include <msp/core/raii.h>
+#include <msp/gl/extensions/ext_gpu_shader4.h>
#include <msp/strings/format.h>
#include <msp/strings/utils.h>
#include "error.h"
namespace {
const char builtins_src[] =
- "////// vertex\n"
+ "#pragma MSP stage(vertex)\n"
"out gl_PerVertex {\n"
" vec4 gl_Position;\n"
" float gl_ClipDistance[];\n"
- "};"
- "////// geometry\n"
+ "};\n"
+ "#pragma MSP stage(geometry)\n"
"in gl_PerVertex {\n"
" vec4 gl_Position;\n"
" float gl_ClipDistance[];\n"
module(0)
{ }
-void ProgramCompiler::compile(const string &source)
+void ProgramCompiler::compile(const string &source, const string &src_name)
{
resources = 0;
- module = &parser.parse(source);
+ module = &parser.parse(source, src_name);
process();
}
-void ProgramCompiler::compile(IO::Base &io, Resources *res)
+void ProgramCompiler::compile(IO::Base &io, Resources *res, const string &src_name)
{
resources = res;
- module = &parser.parse(io);
+ module = &parser.parse(io, src_name);
process();
}
+void ProgramCompiler::compile(IO::Base &io, const string &src_name)
+{
+ compile(io, 0, src_name);
+}
+
void ProgramCompiler::add_shaders(Program &program)
{
if(!module)
else if(i->type==FRAGMENT)
{
program.attach_shader_owned(new FragmentShader(apply<Formatter>(*i)));
- for(map<string, unsigned>::iterator j=i->locations.begin(); j!=i->locations.end(); ++j)
- program.bind_fragment_data(j->second, j->first);
+ if(EXT_gpu_shader4)
+ {
+ for(map<string, unsigned>::iterator j=i->locations.begin(); j!=i->locations.end(); ++j)
+ program.bind_fragment_data(j->second, j->first);
+ }
}
}
}
Module *ProgramCompiler::create_builtins_module()
{
ProgramParser parser;
- Module *module = new Module(parser.parse(builtins_src));
+ Module *module = new Module(parser.parse(builtins_src, "<builtin>"));
for(list<Stage>::iterator i=module->stages.begin(); i!=module->stages.end(); ++i)
{
VariableResolver resolver;
if(!io)
throw runtime_error(format("module %s not found", name));
ProgramParser import_parser;
- Module &imported_module = import_parser.parse(*io);
+ Module &imported_module = import_parser.parse(*io, fn);
inject_block(module->shared.content, imported_module.shared.content);
apply<DeclarationCombiner>(module->shared);
}
else if(stage->type==FRAGMENT && var.interface=="out")
{
+ if(location!=0)
+ static Require _req(EXT_gpu_shader4);
stage->locations[var.name] = location;
var.layout->qualifiers.erase(i);
}