const std::vector<std::string>& frag_shader_outputs);
void release_glsl_program(GLuint glsl_program_num);
+ // Same as the previous, but for compile shaders instead. There is currently
+ // no support for binding multiple outputs.
+ GLuint compile_glsl_compute_program(const std::string& compile_shader);
+ void release_glsl_compute_program(GLuint glsl_program_num);
+
// Since uniforms belong to the program and not to the context,
// a given GLSL program number can't be used by more than one thread
// at a time. Thus, if two threads want to use the same program
GLuint fs_obj,
const std::vector<std::string>& fragment_shader_outputs);
+ static GLuint link_compute_program(GLuint cs_obj);
+
// Protects all the other elements in the class.
pthread_mutex_t lock;
// A mapping from vertex/fragment shader source strings to compiled program number.
std::map<std::pair<std::string, std::string>, GLuint> programs;
+ // A mapping from compute shader source string to compiled program number.
+ std::map<std::string, GLuint> compute_programs;
+
// A mapping from compiled program number to number of current users.
// Once this reaches zero, the program is taken out of this map and instead
// put on the freelist (after which it may be deleted).
};
std::map<GLuint, ShaderSpec> program_shaders;
+ struct ComputeShaderSpec {
+ GLuint cs_obj;
+ };
+ std::map<GLuint, ComputeShaderSpec> compute_program_shaders;
+
// For each program, a list of other programs that are exactly like it.
// By default, will only contain the program itself, but due to cloning
// (see use_glsl_program()), may grow. Programs are taken off this list