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author | Geenz <geenz@geenzo.com> | 2019-04-10 02:11:07 -0700 |
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committer | Geenz <geenz@geenzo.com> | 2019-04-10 02:11:07 -0700 |
commit | 08812cbe060e62cb8b61e91bc2f878a74a0015e5 (patch) | |
tree | 50e6cd88845b96a7b457bc3f81c56f4d17a114b8 /indra/llrender/llshadermgr.h | |
parent | dcd8117b85f45886f78a1a2e9756cb1709d6572a (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/llshadermgr.h')
-rw-r--r-- | indra/llrender/llshadermgr.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index e0a67e6198..98caa9295e 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -275,7 +275,8 @@ public: public: // Map of shader names to compiled - std::map<std::string, GLhandleARB> mShaderObjects; + std::map<std::string, GLhandleARB> mVertexShaderObjects; + std::map<std::string, GLhandleARB> mFragmentShaderObjects; //global (reserved slot) shader parameters std::vector<std::string> mReservedAttribs; |