Index: ps/trunk/source/renderer/backend/IShaderProgram.h
===================================================================
--- ps/trunk/source/renderer/backend/IShaderProgram.h (revision 26900)
+++ ps/trunk/source/renderer/backend/IShaderProgram.h (revision 26901)
@@ -1,61 +1,67 @@
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#ifndef INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
#define INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStrIntern.h"
#include "renderer/backend/IDeviceObject.h"
namespace Renderer
{
namespace Backend
{
enum class VertexAttributeStream : uint32_t
{
POSITION,
NORMAL,
COLOR,
UV0,
UV1,
UV2,
UV3,
UV4,
UV5,
UV6,
UV7,
};
+enum class VertexAttributeRate : uint32_t
+{
+ PER_VERTEX,
+ PER_INSTANCE
+};
+
/**
* IShaderProgram is a container for multiple shaders of different types.
*/
class IShaderProgram : public IDeviceObject
{
public:
virtual int32_t GetBindingSlot(const CStrIntern name) const = 0;
virtual std::vector GetFileDependencies() const = 0;
};
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
Index: ps/trunk/source/renderer/backend/gl/ShaderProgram.h
===================================================================
--- ps/trunk/source/renderer/backend/gl/ShaderProgram.h (revision 26900)
+++ ps/trunk/source/renderer/backend/gl/ShaderProgram.h (revision 26901)
@@ -1,146 +1,146 @@
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#ifndef INCLUDED_RENDERER_BACKEND_GL_SHADERPROGRAM
#define INCLUDED_RENDERER_BACKEND_GL_SHADERPROGRAM
#include "lib/ogl.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStrForward.h"
#include "renderer/backend/Format.h"
#include "renderer/backend/gl/Texture.h"
#include "renderer/backend/IShaderProgram.h"
#include