Merged default into minor

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2014-05-03 22:27:01 -03:00
39 changed files with 267 additions and 163 deletions
+53 -7
View File
@@ -186,8 +186,16 @@ void Shader::createProgram(const std::vector<GLuint> &shaderids)
// Bind generic vertex attribute indices to names in the shader.
for (int i = 0; i < int(OpenGL::ATTRIB_MAX_ENUM); i++)
{
OpenGL::VertexAttrib attrib = (OpenGL::VertexAttrib) i;
// FIXME: We skip this both because pseudo-instancing is temporarily
// disabled (see graphics.lua), and because binding a non-existant
// attribute name to a location causes a shader linker warning.
if (attrib == OpenGL::ATTRIB_PSEUDO_INSTANCE_ID)
continue;
const char *name = nullptr;
if (attribNames.find((OpenGL::VertexAttrib) i, name))
if (attribNames.find(attrib, name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
@@ -247,7 +255,7 @@ void Shader::mapActiveUniforms()
}
// If this is a built-in (LOVE-created) uniform, store the location.
BuiltinExtern builtin;
BuiltinUniform builtin;
if (builtinNames.find(u.name.c_str(), builtin))
builtinUniforms[int(builtin)] = u.location;
@@ -652,19 +660,36 @@ int Shader::getTextureUnit(const std::string &name)
return texunit;
}
Shader::UniformType Shader::getExternVariable(const std::string &name, int &components, int &count)
{
auto it = uniforms.find(name);
if (it == uniforms.end())
{
components = 0;
count = 0;
return UNIFORM_UNKNOWN;
}
components = getUniformTypeSize(it->second.type);
count = (int) it->second.count;
return it->second.baseType;
}
bool Shader::hasVertexAttrib(OpenGL::VertexAttrib attrib) const
{
return vertexAttributes[int(attrib)] != -1;
}
bool Shader::hasBuiltinExtern(BuiltinExtern builtin) const
bool Shader::hasBuiltinUniform(BuiltinUniform builtin) const
{
return builtinUniforms[int(builtin)] != -1;
}
bool Shader::sendBuiltinFloat(BuiltinExtern builtin, int size, const GLfloat *vec, int count)
bool Shader::sendBuiltinFloat(BuiltinUniform builtin, int size, const GLfloat *vec, int count)
{
if (!hasBuiltinExtern(builtin))
if (!hasBuiltinUniform(builtin))
return false;
GLint location = builtinUniforms[int(builtin)];
@@ -754,6 +779,16 @@ bool Shader::isSupported()
return getGLSLVersion() >= "1.2";
}
bool Shader::getConstant(const char *in, UniformType &out)
{
return uniformTypes.find(in, out);
}
bool Shader::getConstant(UniformType in, const char *&out)
{
return uniformTypes.find(in, out);
}
StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM>::Entry Shader::typeNameEntries[] =
{
{"vertex", Shader::TYPE_VERTEX},
@@ -762,6 +797,17 @@ StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM>::Entry Shader::typeNameEntr
StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM> Shader::typeNames(Shader::typeNameEntries, sizeof(Shader::typeNameEntries));
StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] =
{
{"float", Shader::UNIFORM_FLOAT},
{"int", Shader::UNIFORM_INT},
{"bool", Shader::UNIFORM_BOOL},
{"image", Shader::UNIFORM_SAMPLER},
{"unknown", Shader::UNIFORM_UNKNOWN},
};
StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM> Shader::uniformTypes(Shader::uniformTypeEntries, sizeof(Shader::uniformTypeEntries));
StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM>::Entry Shader::attribNameEntries[] =
{
{"love_PseudoInstanceID", OpenGL::ATTRIB_PSEUDO_INSTANCE_ID},
@@ -769,12 +815,12 @@ StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM>::Entry Shader::attribNa
StringMap<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM> Shader::attribNames(Shader::attribNameEntries, sizeof(Shader::attribNameEntries));
StringMap<Shader::BuiltinExtern, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] =
StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] =
{
{"love_ScreenSize", Shader::BUILTIN_SCREEN_SIZE},
};
StringMap<Shader::BuiltinExtern, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries));
StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries));
} // opengl
} // graphics