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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/llshadermgr.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/llshadermgr.h')
-rw-r--r--indra/llrender/llshadermgr.h3
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;