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authorGeenz <geenz@geenzo.com>2019-04-10 02:11:07 -0700
committerGeenz <geenz@geenzo.com>2019-04-10 02:11:07 -0700
commit08812cbe060e62cb8b61e91bc2f878a74a0015e5 (patch)
tree50e6cd88845b96a7b457bc3f81c56f4d17a114b8 /indra/llrender/llglslshader.h
parentdcd8117b85f45886f78a1a2e9756cb1709d6572a (diff)
Separate out vertex program objects from fragment program objects and use it.
Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate. This change makes sure the two are separated. Using this over a multimap largely for readibility. Also, actually, you know, use this functionality. --HG-- branch : OPEN-340
Diffstat (limited to 'indra/llrender/llglslshader.h')
-rw-r--r--indra/llrender/llglslshader.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 974d0ea005..38dc980a97 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -102,7 +102,8 @@ public:
std::vector<LLStaticHashedString> * uniforms,
U32 varying_count = 0,
const char** varyings = NULL);
- BOOL attachObject(std::string object);
+ BOOL attachFragmentObject(std::string object);
+ BOOL attachVertexObject(std::string object);
void attachObject(GLhandleARB object);
void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
BOOL mapAttributes(const std::vector<LLStaticHashedString> * attributes);