struct ShaderTypeMapping { ShaderTypeMapping(GLuint a_shaderType, const char * a_shaderTypeName) : shaderType(a_shaderType) , shaderTypeName(a_shaderTypeName) { } GLuint shaderType; const char * shaderTypeName; }; // Mapping of known shader types static ShaderTypeMapping s_shaderTypeMappings[] = { ShaderTypeMapping(GL_VERTEX_SHADER, "Vertex"), ShaderTypeMapping(GL_GEOMETRY_SHADER, "Geometry"), ShaderTypeMapping(GL_FRAGMENT_SHADER, "Fragment"), }; #define NUM_SHADER_TYPE_MAP (sizeof(s_shaderTypeMappings) / sizeof(ShaderTypeMapping)) /////////////////////////////////////////////////////////////////////////////// // UniformData::UniformData(): type(0), size(0), numTypeElements(0), baseFormat(GL_FLOAT),
struct ShaderTypeMapping { ShaderTypeMapping(GLuint a_shaderType, const char * a_shaderTypeName) : shaderType(a_shaderType) , shaderTypeName(a_shaderTypeName) { } GLuint shaderType; const char * shaderTypeName; }; // Mapping of known shader types static ShaderTypeMapping s_shaderTypeMappings[] = { ShaderTypeMapping(GL_VERTEX_SHADER, "Vertex"), ShaderTypeMapping(GL_GEOMETRY_SHADER, "Geometry"), ShaderTypeMapping(GL_FRAGMENT_SHADER, "Fragment"), ShaderTypeMapping(GL_TESS_EVALUATION_SHADER, "TessEval"), ShaderTypeMapping(GL_TESS_CONTROL_SHADER, "TessControl"), ShaderTypeMapping(GL_COMPUTE_SHADER, "Compute"), }; #define NUM_SHADER_TYPE_MAP (sizeof(s_shaderTypeMappings) / sizeof(ShaderTypeMapping)) /////////////////////////////////////////////////////////////////////////////// // UniformData::UniformData(): type(0), size(0),