std::map<std::string, float *> params_vec4;
// Picked out by EffectChain during finalization.
- std::vector<Uniform<int> > uniforms_image2d;
- std::vector<Uniform<int> > uniforms_sampler2d;
- std::vector<Uniform<bool> > uniforms_bool;
- std::vector<Uniform<int> > uniforms_int;
- std::vector<Uniform<float> > uniforms_float;
- std::vector<Uniform<float> > uniforms_vec2;
- std::vector<Uniform<float> > uniforms_vec3;
- std::vector<Uniform<float> > uniforms_vec4;
- std::vector<Uniform<float> > uniforms_float_array;
- std::vector<Uniform<float> > uniforms_vec2_array;
- std::vector<Uniform<float> > uniforms_vec3_array;
- std::vector<Uniform<float> > uniforms_vec4_array;
- std::vector<Uniform<Eigen::Matrix3d> > uniforms_mat3;
+ std::vector<Uniform<int>> uniforms_image2d;
+ std::vector<Uniform<int>> uniforms_sampler2d;
+ std::vector<Uniform<bool>> uniforms_bool;
+ std::vector<Uniform<int>> uniforms_int;
+ std::vector<Uniform<float>> uniforms_float;
+ std::vector<Uniform<float>> uniforms_vec2;
+ std::vector<Uniform<float>> uniforms_vec3;
+ std::vector<Uniform<float>> uniforms_vec4;
+ std::vector<Uniform<float>> uniforms_float_array;
+ std::vector<Uniform<float>> uniforms_vec2_array;
+ std::vector<Uniform<float>> uniforms_vec3_array;
+ std::vector<Uniform<float>> uniforms_vec4_array;
+ std::vector<Uniform<Eigen::Matrix3d>> uniforms_mat3;
friend class EffectChain;
};
namespace {
template<class T>
-void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
+void extract_uniform_declarations(const vector<Uniform<T>> &effect_uniforms,
const string &type_specifier,
const string &effect_id,
- vector<Uniform<T> > *phase_uniforms,
+ vector<Uniform<T>> *phase_uniforms,
string *glsl_string)
{
for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
}
template<class T>
-void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
+void extract_uniform_array_declarations(const vector<Uniform<T>> &effect_uniforms,
const string &type_specifier,
const string &effect_id,
- vector<Uniform<T> > *phase_uniforms,
+ vector<Uniform<T>> *phase_uniforms,
string *glsl_string)
{
for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
}
template<class T>
-void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
+void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T>> *phase_uniforms)
{
for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
Uniform<T> &uniform = (*phase_uniforms)[i];
std::map<Node *, std::string> effect_ids;
// Uniforms for this phase; combined from all the effects.
- std::vector<Uniform<int> > uniforms_image2d;
- std::vector<Uniform<int> > uniforms_sampler2d;
- std::vector<Uniform<bool> > uniforms_bool;
- std::vector<Uniform<int> > uniforms_int;
- std::vector<Uniform<float> > uniforms_float;
- std::vector<Uniform<float> > uniforms_vec2;
- std::vector<Uniform<float> > uniforms_vec3;
- std::vector<Uniform<float> > uniforms_vec4;
- std::vector<Uniform<Eigen::Matrix3d> > uniforms_mat3;
+ std::vector<Uniform<int>> uniforms_image2d;
+ std::vector<Uniform<int>> uniforms_sampler2d;
+ std::vector<Uniform<bool>> uniforms_bool;
+ std::vector<Uniform<int>> uniforms_int;
+ std::vector<Uniform<float>> uniforms_float;
+ std::vector<Uniform<float>> uniforms_vec2;
+ std::vector<Uniform<float>> uniforms_vec3;
+ std::vector<Uniform<float>> uniforms_vec4;
+ std::vector<Uniform<Eigen::Matrix3d>> uniforms_mat3;
// For measurement of GPU time used.
std::list<GLuint> timer_query_objects_running;
void *context = get_gl_context_identifier();
cleanup_unlinked_fbos(context);
- for (map<void *, std::list<FBOFormatIterator> >::iterator context_it = fbo_freelist.begin();
+ for (map<void *, std::list<FBOFormatIterator>>::iterator context_it = fbo_freelist.begin();
context_it != fbo_freelist.end();
++context_it) {
if (context_it->first != context) {
}
assert(found_program);
- map<GLuint, stack<GLuint> >::iterator instance_list_it = program_instances.find(glsl_program_num);
+ map<GLuint, stack<GLuint>>::iterator instance_list_it = program_instances.find(glsl_program_num);
assert(instance_list_it != program_instances.end());
while (!instance_list_it->second.empty()) {
// By default, will only contain the program itself, but due to cloning
// (see use_glsl_program()), may grow. Programs are taken off this list
// while they are in use (by use_glsl_program()).
- std::map<GLuint, std::stack<GLuint> > program_instances;
+ std::map<GLuint, std::stack<GLuint>> program_instances;
// For each program, the master program that created it
// (inverse of program_instances).
// the last element will be deleted.
//
// We store iterators directly into <fbo_format> for efficiency.
- std::map<void *, std::list<FBOFormatIterator> > fbo_freelist;
+ std::map<void *, std::list<FBOFormatIterator>> fbo_freelist;
// Very similar, for VAOs.
struct VAO {
};
std::map<std::pair<void *, GLuint>, VAO> vao_formats;
typedef std::map<std::pair<void *, GLuint>, VAO>::iterator VAOFormatIterator;
- std::map<void *, std::list<VAOFormatIterator> > vao_freelist;
+ std::map<void *, std::list<VAOFormatIterator>> vao_freelist;
// See the caveats at the constructor.
static size_t estimate_texture_size(const Texture2D &texture_format);