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#pragma once
#include "drape/shader.hpp"
#include "drape/pointers.hpp"
#include "drape/glconstants.hpp"
#include "std/string.hpp"
#ifdef DEBUG
#include "../std/unique_ptr.hpp"
#endif
namespace dp
{
#ifdef DEBUG
class UniformValidator;
typedef int32_t UniformSize;
typedef pair<glConst, UniformSize> UniformTypeAndSize;
#endif
class GpuProgram
{
public:
GpuProgram(RefPointer<Shader> vertexShader,
RefPointer<Shader> fragmentShader);
~GpuProgram();
void Bind();
void Unbind();
int8_t GetAttributeLocation(string const & attributeName) const;
int8_t GetUniformLocation(string const & uniformName) const;
private:
uint32_t m_programID;
#ifdef DEBUG
private:
unique_ptr<UniformValidator> m_validator;
public:
bool HasUniform(string const & name, glConst type, UniformSize size);
#endif
};
} // namespace dp
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