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authorErik Kundiman <erik@megapahit.org>2023-09-06 08:15:16 +0800
committerErik Kundiman <erik@megapahit.org>2023-09-06 08:15:16 +0800
commit4b7e271dff7fa6ff813f9fc8f81cc2b6604de6db (patch)
tree1b74250c8f22f09a42d23ed5b7760e3d24ae69f7 /indra/llrender/llshadermgr.h
parented44bcf9f763a7d1f7549eb1f03d8aa7fb933ef7 (diff)
Core profile glCreateShader & return type GLuint
to replace the less portable ARB versions.
Diffstat (limited to 'indra/llrender/llshadermgr.h')
-rw-r--r--indra/llrender/llshadermgr.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 67c0d6ab10..89d726d64a 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -260,11 +260,11 @@ public:
virtual void initAttribsAndUniforms(void);
BOOL attachShaderFeatures(LLGLSLShader * shader);
- void dumpObjectLog(GLhandleARB ret, BOOL warns = TRUE, const std::string& filename = "");
+ void dumpObjectLog(GLuint ret, BOOL warns = TRUE, const std::string& filename = "");
void dumpShaderSource(U32 shader_code_count, GLcharARB** shader_code_text);
- BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE);
- BOOL validateProgramObject(GLhandleARB obj);
- GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::unordered_map<std::string, std::string>* defines = NULL, S32 texture_index_channels = -1);
+ BOOL linkProgramObject(GLuint obj, BOOL suppress_errors = FALSE);
+ BOOL validateProgramObject(GLuint obj);
+ GLuint loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::unordered_map<std::string, std::string>* defines = NULL, S32 texture_index_channels = -1);
// Implemented in the application to actually point to the shader directory.
virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual
@@ -274,8 +274,8 @@ public:
public:
// Map of shader names to compiled
- std::map<std::string, GLhandleARB> mVertexShaderObjects;
- std::map<std::string, GLhandleARB> mFragmentShaderObjects;
+ std::map<std::string, GLuint> mVertexShaderObjects;
+ std::map<std::string, GLuint> mFragmentShaderObjects;
//global (reserved slot) shader parameters
std::vector<std::string> mReservedAttribs;