text: /*
    -----------------------------------------------------------------------------
    This source file is part of OGRE
    (Object-oriented Graphics Rendering Engine)
    For the latest info, see http://www.ogre3d.org/
  
    Copyright (c) 2000-2014 Torus Knot Software Ltd
  
    Permission is hereby granted, free of charge, to any person obtaining a copy
    of this software and associated documentation files (the "Software"), to deal
    in the Software without restriction, including without limitation the rights
    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    copies of the Software, and to permit persons to whom the Software is
    furnished to do so, subject to the following conditions:
  
    The above copyright notice and this permission notice shall be included in
    all copies or substantial portions of the Software.
  
    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
    THE SOFTWARE.
    -----------------------------------------------------------------------------
  */
  #ifndef __GLSLProgramManagerCommon_H__
  #define __GLSLProgramManagerCommon_H__
  
  #include "OgreGLSupportPrerequisites.h"
  #include "OgreString.h"
  #include "OgreGpuProgramParams.h"
  
  namespace Ogre {
      class GLSLProgramCommon;
      class GLSLShaderCommon;
  
      /** Ogre assumes that there are separate programs to deal with but
          GLSL has one program object that represents the active shader
          objects during a rendering state.  GLSL shader objects are
          compiled separately and then attached to a program object and
          then the program object is linked.  Since Ogre can only handle
          one program being active in a pass, the GLSL Link Program
          Manager does the same.  The GLSL Link program manager acts as
          a state machine and activates a program object based on the
          active programs.  Previously created program objects are
          stored along with a unique key in a hash_map for quick
          retrieval the next time the program object is required.
      */
      class GLSLProgramManagerCommon
      {
      protected:
          typedef map<String, uint32>::type StringToEnumMap;
          StringToEnumMap mTypeEnumMap;
  
          /**  Convert GL uniform size and type to OGRE constant types
               and associate uniform definitions together. */
          virtual void convertGLUniformtoOgreType(uint32 gltype,
                                          GpuConstantDefinition& defToUpdate) = 0;
  
          /** Parse an individual uniform from a GLSL source file and
              store it in a GpuNamedConstant. */
          void parseGLSLUniform(
              String line, GpuNamedConstants& defs,
              const String& filename, const GpuSharedParametersPtr& sharedParams);
  
          typedef map<uint32, GLSLProgramCommon*>::type ProgramMap;
          typedef ProgramMap::iterator ProgramIterator;
  
          /// container holding previously created program objects
          ProgramMap mPrograms;
      public:
          virtual ~GLSLProgramManagerCommon();
  
          /** Populate a list of uniforms based on GLSL source and store
              them in GpuNamedConstants.  
              @param src Reference to the source code.
              @param constantDefs The defs to populate (will
              not be cleared before adding, clear it yourself before
              calling this if that's what you want).  
              @param filename The file name this came from, for logging errors.
          */
          void extractUniformsFromGLSL(
              const String& src, GpuNamedConstants& constantDefs, const String& filename);
  
          /// Destroy all programs which referencing this shader
          void destroyAllByShader(GLSLShaderCommon* shader);
      };
  
  }
  
  #endif // __GLSLProgramManagerCommon_H__
  