const std::map<std::string, std::string> *ShGetNameHashingMap( const ShHandle handle) { TCompiler *compiler = GetCompilerFromHandle(handle); ASSERT(compiler); return &(compiler->getNameMap()); }
// // Return any object code. // const std::string &ShGetObjectCode(const ShHandle handle) { TCompiler *compiler = GetCompilerFromHandle(handle); ASSERT(compiler); TInfoSink &infoSink = compiler->getInfoSink(); return infoSink.obj.str(); }
// // Return any compiler log of messages for the application. // const std::string &GetInfoLog(const ShHandle handle) { TCompiler *compiler = GetCompilerFromHandle(handle); ASSERT(compiler); TInfoSink &infoSink = compiler->getInfoSink(); return infoSink.info.str(); }
const std::vector<Varying> *GetOutputVaryings(const ShHandle handle) { TCompiler *compiler = GetCompilerFromHandle(handle); if (compiler == nullptr) { return nullptr; } return &compiler->getOutputVaryings(); }
// // Do an actual compile on the given strings. The result is left // in the given compile object. // // Return: The return value of ShCompile is really boolean, indicating // success or failure. // bool Compile(const ShHandle handle, const char *const shaderStrings[], size_t numStrings, ShCompileOptions compileOptions) { TCompiler *compiler = GetCompilerFromHandle(handle); ASSERT(compiler); return compiler->compile(shaderStrings, numStrings, compileOptions); }
ShShaderOutput ShGetShaderOutputType(const ShHandle handle) { TCompiler* compiler = GetCompilerFromHandle(handle); ASSERT(compiler); return compiler->getOutputType(); }
int ShGetShaderVersion(const ShHandle handle) { TCompiler* compiler = GetCompilerFromHandle(handle); ASSERT(compiler); return compiler->getShaderVersion(); }
void ShClearResults(const ShHandle handle) { TCompiler *compiler = GetCompilerFromHandle(handle); ASSERT(compiler); compiler->clearResults(); }
const std::string &ShGetBuiltInResourcesString(const ShHandle handle) { TCompiler *compiler = GetCompilerFromHandle(handle); ASSERT(compiler); return compiler->getBuiltInResourcesString(); }