OpenGLRenderer: Allow RenderPipeline without a fragment shader on OpenGL ES
This commit is contained in:
@@ -20,23 +20,31 @@ namespace Nz
|
||||
class NAZARA_OPENGLRENDERER_API OpenGLShaderModule : public ShaderModule
|
||||
{
|
||||
public:
|
||||
OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states);
|
||||
OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderLanguage lang, const void* source, std::size_t sourceSize, const ShaderWriter::States& states);
|
||||
struct Shader;
|
||||
|
||||
OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states = {});
|
||||
OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderLanguage lang, const void* source, std::size_t sourceSize, const ShaderWriter::States& states = {});
|
||||
OpenGLShaderModule(const OpenGLShaderModule&) = delete;
|
||||
OpenGLShaderModule(OpenGLShaderModule&&) noexcept = default;
|
||||
~OpenGLShaderModule() = default;
|
||||
|
||||
inline const std::vector<GL::Shader>& GetShaders() const;
|
||||
inline const std::vector<Shader>& GetShaders() const;
|
||||
|
||||
OpenGLShaderModule& operator=(const OpenGLShaderModule&) = delete;
|
||||
OpenGLShaderModule& operator=(OpenGLShaderModule&&) noexcept = default;
|
||||
|
||||
struct Shader
|
||||
{
|
||||
ShaderStageType stage;
|
||||
GL::Shader shader;
|
||||
};
|
||||
|
||||
private:
|
||||
void Create(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states);
|
||||
|
||||
static void CheckCompilationStatus(GL::Shader& shader);
|
||||
|
||||
std::vector<GL::Shader> m_shaders;
|
||||
std::vector<Shader> m_shaders;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user