namespace Msp {
namespace GL {
-const Program *Material::create_compatible_shader(DataFile::Collection &coll) const
+const Program *Material::create_compatible_shader(DataFile::Collection &coll, const map<string, int> &extra_spec) const
{
string module_name;
map<string, int> spec_values;
fill_program_info(module_name, spec_values);
+ for(map<string, int>::const_iterator i=extra_spec.begin(); i!=extra_spec.end(); ++i)
+ spec_values[i->first] = i->second;
+
string info = module_name;
for(map<string, int>::const_iterator i=spec_values.begin(); i!=spec_values.end(); ++i)
info += format(",%s:%d", i->first, i->second);
}
#pragma GCC diagnostic pop
+void Material::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ shdata.set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
+}
+
Material::MaterialRegistry &Material::get_material_registry()
{
static MaterialRegistry registry;