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authorPaul Lemire <paul.lemire@kdab.com>2016-02-25 15:09:03 +0100
committerPaul Lemire <paul.lemire@kdab.com>2016-02-26 09:45:12 +0000
commit7e2f9d42eebe13182918d832577c4f5ed96ab87b (patch)
treecee2c929e6a1fe365d3a290067fe0ab935069162 /src/render/materialsystem/shader_p.h
parent473fb46f44d4225675c5d903501a7cb9ee6b8258 (diff)
Remove ParameterMapping
* Bindings are now entirely deduced from shader introspection * Modified the BackendNodeDirtyFlags to remove the class at this prevents the operator~() to be called * Make the Renderer loop check for the ComputeDirty flag and don't unset it if set Note: uses a hack to reset m_changeSet in performCompute as right know we are sometimes missing the markDirty(ComputeDirty) set by the ComputeJob nodes. Will be sorted out later. Change-Id: Ic4fa71ecf01b625e885a58a66278387bf5b36339 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/materialsystem/shader_p.h')
-rw-r--r--src/render/materialsystem/shader_p.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/render/materialsystem/shader_p.h b/src/render/materialsystem/shader_p.h
index 614914bd7..175584e0c 100644
--- a/src/render/materialsystem/shader_p.h
+++ b/src/render/materialsystem/shader_p.h
@@ -87,6 +87,7 @@ public:
inline QVector<int> uniformsNamesIds() const Q_DECL_NOEXCEPT { return m_uniformsNamesIds; }
inline QVector<int> uniformBlockNamesIds() const Q_DECL_NOEXCEPT { return m_uniformBlockNamesIds; }
inline QVector<int> storageBlockNamesIds() const Q_DECL_NOEXCEPT { return m_shaderStorageBlockNamesIds; }
+ inline QVector<int> attributeNamesIds() const Q_DECL_NOEXCEPT { return m_attributeNamesIds; }
QVector<QString> uniformsNames() const;
QVector<QString> attributesNames() const;
@@ -124,6 +125,7 @@ private:
QVector<ShaderUniform> m_uniforms;
QVector<QString> m_attributesNames;
+ QVector<int> m_attributeNamesIds;
QVector<ShaderAttribute> m_attributes;
QVector<QString> m_uniformBlockNames;