if(!shprog)
throw invalid_operation("RenderPass::set_texture");
- const vector<Program::UniformInfo> &uniforms = shprog->get_uniforms();
- for(const Program::UniformInfo &u: uniforms)
+ const vector<ReflectData::UniformInfo> &uniforms = shprog->get_uniforms();
+ for(const ReflectData::UniformInfo &u: uniforms)
if(is_image(u.type) && u.binding==static_cast<int>(index))
return set_texture(u.tag, tex, samp);
{
for(Tag t: shdata->get_uniform_tags())
{
- auto j = find_member(uniforms, t, &Program::UniformInfo::tag);
+ auto j = find_member(uniforms, t, &ReflectData::UniformInfo::tag);
if(j==uniforms.end() || !is_image(j->type))
continue;
if(const Uniform1i *uni1i = dynamic_cast<const Uniform1i *>(shdata->find_uniform(t)))
string name;
if(obj.shprog)
{
- for(const Program::UniformInfo &u: obj.shprog->get_uniforms())
+ for(const ReflectData::UniformInfo &u: obj.shprog->get_uniforms())
if(is_image(u.type) && u.binding>=0)
{
if(!name.empty())