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@@ -25,7 +25,7 @@ shader_program_handle::attribute_support_type shader_program_handle::check_attri
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auto curr_attribute_flag = attribute_support_type{ 1 };
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for (const auto& attribute : attributes) {
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const auto location = glGetAttribLocation(program_id, attribute.name);
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const auto location = glGetAttribLocation(id, attribute.name);
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if (location == attribute.info.location)
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{
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attribute_candidates |= curr_attribute_flag;
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@@ -36,7 +36,7 @@ shader_program_handle::attribute_support_type shader_program_handle::check_attri
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auto supported_attributes = attribute_support_type{};
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GLint count;
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glGetProgramiv(program_id, GL_ACTIVE_ATTRIBUTES, &count);
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glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, &count);
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if (check_error()) ztu::logger::error("GL_err: %", error.message());
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for (GLint i{}; i != count and attribute_candidates; ++i)
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@@ -46,7 +46,7 @@ shader_program_handle::attribute_support_type shader_program_handle::check_attri
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GLsizei name_length;
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auto name = std::array<char, 256>{};
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glGetActiveAttrib(
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program_id, i,
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id, i,
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name.size(),
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&name_length,
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&size, &type,
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@@ -93,12 +93,12 @@ shader_program_handle::uniform_support_type shader_program_handle::check_uniform
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auto curr_uniform_flag = uniform_support_type{ 1 };
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for (const auto& uniform : uniforms)
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{
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const auto location = glGetUniformLocation(program_id, uniform.name);
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const auto location = glGetUniformLocation(id, uniform.name);
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if (location == uniform.info.location)
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{
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uniform_candidates |= curr_uniform_flag;
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ztu::logger::debug("[%] '%': %.", program_id, uniform.name, location);
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ztu::logger::debug("[%] '%': %.", id, uniform.name, location);
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}
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else
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{
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@@ -110,7 +110,7 @@ shader_program_handle::uniform_support_type shader_program_handle::check_uniform
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auto supported_uniforms = uniform_support_type{};
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GLint count;
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glGetProgramiv(program_id, GL_ACTIVE_UNIFORMS, &count);
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glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &count);
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if (check_error()) ztu::logger::error("GL_err: %", error.message());
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for (GLint i{}; i != count and uniform_candidates; ++i)
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@@ -120,7 +120,7 @@ shader_program_handle::uniform_support_type shader_program_handle::check_uniform
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GLsizei name_length;
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auto name = std::array<char, 256>{};
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glGetActiveUniform(
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program_id, i,
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id, i,
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name.size(),
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&name_length,
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&size, &type,
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@@ -149,4 +149,9 @@ shader_program_handle::uniform_support_type shader_program_handle::check_uniform
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return supported_uniforms;
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}
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bool shader_program_handle::valid() const
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{
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return id != 0;
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}
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}
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