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3fea174008
--HG-- branch : minor
276 lines
8.2 KiB
C++
276 lines
8.2 KiB
C++
/**
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* Copyright (c) 2006-2015 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#ifndef LOVE_GRAPHICS_SHADER_H
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#define LOVE_GRAPHICS_SHADER_H
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// LOVE
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#include "common/Object.h"
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#include "common/StringMap.h"
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#include "graphics/Graphics.h"
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#include "graphics/Texture.h"
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#include "graphics/Volatile.h"
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#include "OpenGL.h"
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// STL
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#include <string>
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#include <map>
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#include <vector>
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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class Canvas;
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// A GLSL shader
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class Shader : public Object, public Volatile
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{
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public:
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enum ShaderStage
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{
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STAGE_VERTEX,
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STAGE_PIXEL,
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STAGE_MAX_ENUM
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};
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// Built-in uniform (extern) variables.
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enum BuiltinUniform
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{
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BUILTIN_TRANSFORM_MATRIX = 0,
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BUILTIN_PROJECTION_MATRIX,
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BUILTIN_TRANSFORM_PROJECTION_MATRIX,
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BUILTIN_POINT_SIZE,
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BUILTIN_SCREEN_SIZE,
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BUILTIN_MAX_ENUM
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};
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// Types of potential uniform (extern) variables used in love's shaders.
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enum UniformType
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{
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UNIFORM_FLOAT,
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UNIFORM_INT,
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UNIFORM_BOOL,
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UNIFORM_SAMPLER,
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UNIFORM_UNKNOWN,
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UNIFORM_MAX_ENUM
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};
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struct ShaderSource
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{
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std::string vertex;
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std::string pixel;
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};
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// Pointer to currently active Shader.
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static Shader *current;
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// Pointer to the default Shader.
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static Shader *defaultShader;
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// Default shader code (a shader is always required internally.)
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static ShaderSource defaultCode[Graphics::RENDERER_MAX_ENUM];
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/**
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* Creates a new Shader using a list of source codes.
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* Source must contain either vertex or pixel shader code, or both.
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**/
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Shader(const ShaderSource &source);
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virtual ~Shader();
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// Implements Volatile
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virtual bool loadVolatile();
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virtual void unloadVolatile();
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/**
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* Binds this Shader's program to be used when rendering.
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*
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* @param temporary True if we just want to send values to the shader with no intention of rendering.
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**/
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void attach(bool temporary = false);
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/**
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* Detach the currently bound Shader.
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* Causes the GPU rendering pipeline to use fixed functionality in place of shader programs.
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**/
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static void detach();
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/**
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* Returns any warnings this Shader may have generated.
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**/
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std::string getWarnings() const;
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/**
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* Send at least one integer or int-vector value to this Shader as a uniform.
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*
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* @param name The name of the uniform variable in the source code.
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* @param size Number of elements in each vector to send.
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* A value of 1 indicates a single-component vector (an int).
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* @param vec Pointer to the integer or int-vector values.
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* @param count Number of integer or int-vector values.
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**/
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void sendInt(const std::string &name, int size, const GLint *vec, int count);
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/**
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* Send at least one float or vector value to this Shader as a uniform.
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*
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* @param name The name of the uniform variable in the source code.
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* @param size Number of elements in each vector to send.
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* A value of 1 indicates a single-component vector (a float).
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* @param vec Pointer to the float or float-vector values.
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* @param count Number of float or float-vector values.
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**/
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void sendFloat(const std::string &name, int size, const GLfloat *vec, int count);
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/**
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* Send at least one matrix to this Shader as a uniform.
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*
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* @param name The name of the uniform variable in the source code.
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* @param size Number of rows/columns in the matrix.
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* @param m Pointer to the first element of the first matrix.
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* @param count Number of matrices to send.
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**/
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void sendMatrix(const std::string &name, int size, const GLfloat *m, int count);
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/**
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* Send a texture to this Shader as a uniform.
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*
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* @param name The name of the uniform variable in the source code.
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**/
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void sendTexture(const std::string &name, Texture *texture);
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/**
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* Gets the type, number of components, and number of array elements of
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* an active 'extern' (uniform) variable in the shader. If a uniform
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* variable with the specified name doesn't exist, returns UNIFORM_UNKNOWN
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* and sets the 'components' and 'count' values to 0.
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*
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* @param name The name of the uniform variable in the source code.
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* @param[out] components Number of components of the variable (2 for vec2.)
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* @param[out] count Number of array elements, if the variable is an array.
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* @return The base type of the uniform variable.
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**/
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UniformType getExternVariable(const std::string &name, int &components, int &count);
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/**
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* Internal use only.
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**/
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bool hasVertexAttrib(VertexAttribID attrib) const;
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bool hasBuiltinUniform(BuiltinUniform builtin) const;
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bool sendBuiltinMatrix(BuiltinUniform builtin, int size, const GLfloat *m, int count);
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bool sendBuiltinFloat(BuiltinUniform builtin, int size, const GLfloat *m, int count);
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void checkSetScreenParams();
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const std::map<std::string, Object *> &getBoundRetainables() const;
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static std::string getGLSLVersion();
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static bool isSupported();
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static bool getConstant(const char *in, UniformType &out);
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static bool getConstant(UniformType in, const char *&out);
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private:
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// Represents a single uniform/extern shader variable.
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struct Uniform
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{
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GLint location;
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GLint count;
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GLenum type;
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UniformType baseType;
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std::string name;
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};
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// Map active uniform names to their locations.
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void mapActiveUniforms();
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const Uniform &getUniform(const std::string &name) const;
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int getUniformTypeSize(GLenum type) const;
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UniformType getUniformBaseType(GLenum type) const;
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void checkSetUniformError(const Uniform &u, int size, int count, UniformType sendtype) const;
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GLuint compileCode(ShaderStage stage, const std::string &code);
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int getTextureUnit(const std::string &name);
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void retainObject(const std::string &name, Object *object);
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// Get any warnings or errors generated only by the shader program object.
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std::string getProgramWarnings() const;
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// Source code used for this Shader.
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ShaderSource shaderSource;
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// Shader compiler warning strings for individual shader stages.
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std::map<ShaderStage, std::string> shaderWarnings;
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// volatile
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GLuint program;
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// Location values for any built-in uniform variables.
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GLint builtinUniforms[BUILTIN_MAX_ENUM];
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// Location values for any generic vertex attribute variables.
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GLint builtinAttributes[ATTRIB_MAX_ENUM];
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// Uniform location buffer map
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std::map<std::string, Uniform> uniforms;
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// Texture unit pool for setting images
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std::map<std::string, GLint> texUnitPool; // texUnitPool[name] = textureunit
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std::vector<GLuint> activeTexUnits; // activeTexUnits[textureunit-1] = textureid
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// Uniform name to retainable objects
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std::map<std::string, Object*> boundRetainables;
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// Pointer to the active Canvas when the screen params were last checked.
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Canvas *lastCanvas;
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OpenGL::Viewport lastViewport;
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// Counts total number of textures bound to each texture unit in all shaders
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static std::vector<int> textureCounters;
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static StringMap<ShaderStage, STAGE_MAX_ENUM>::Entry stageNameEntries[];
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static StringMap<ShaderStage, STAGE_MAX_ENUM> stageNames;
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static StringMap<UniformType, UNIFORM_MAX_ENUM>::Entry uniformTypeEntries[];
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static StringMap<UniformType, UNIFORM_MAX_ENUM> uniformTypes;
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// Names for the generic vertex attributes used by love.
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static StringMap<VertexAttribID, ATTRIB_MAX_ENUM>::Entry attribNameEntries[];
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static StringMap<VertexAttribID, ATTRIB_MAX_ENUM> attribNames;
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// Names for the built-in uniform variables.
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static StringMap<BuiltinUniform, BUILTIN_MAX_ENUM>::Entry builtinNameEntries[];
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static StringMap<BuiltinUniform, BUILTIN_MAX_ENUM> builtinNames;
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};
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} // opengl
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} // graphics
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} // love
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#endif // LOVE_GRAPHICS_SHADER_H
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