namespace Msp {
namespace GL {
-ProgramData::ProgramData():
+ProgramData::ProgramData(const Program *p):
+ tied_program(p),
last_block(0),
buffer(0),
dirty(0)
// Blocks are intentionally left uncopied
ProgramData::ProgramData(const ProgramData &other):
+ tied_program(0),
uniform_slots(other.uniform_slots),
uniforms(other.uniforms),
last_block(0),
delete *i;
uniforms.clear();
+ tied_program = other.tied_program;
+
uniform_slots = other.uniform_slots;
for(vector<Uniform *>::const_iterator i=other.uniforms.begin(); i!=other.uniforms.end(); ++i)
uniforms.push_back((*i)->clone());
void ProgramData::uniform(const string &name, Uniform *uni)
{
- if(name[name.size()-1]==']')
+ try
+ {
+ if(tied_program)
+ tied_program->get_uniform_info(name);
+ else if(name[name.size()-1]==']')
+ throw invalid_argument("ProgramData::uniform");
+ }
+ catch(...)
{
delete uni;
- throw invalid_argument("ProgramData::uniform");
+ throw;
}
SlotMap::iterator i = uniform_slots.find(name);
typedef std::map<Program::LayoutHash, ProgramUniforms> ProgramMap;
// XXX All these mutables are a bit silly, but I'm out of better ideas
+ const Program *tied_program;
SlotMap uniform_slots;
std::vector<Uniform *> uniforms;
mutable BlockMap blocks;
mutable unsigned dirty;
public:
- ProgramData();
+ ProgramData(const Program * = 0);
ProgramData(const ProgramData &);
ProgramData &operator=(const ProgramData &);
~ProgramData();