text: /****************************************************************************
  Copyright (c) 2010-2013 cocos2d-x.org
  Copyright (c) Microsoft Open Technologies, Inc.
  
  http://www.cocos2d-x.org
  
  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 __CC_PRECOMPILED_SHADERS_H__
  #define __CC_PRECOMPILED_SHADERS_H__
  
  #include "platform/CCCommon.h"
  #include "CCGL.h"
  
  #include <string>
  #include <vector>
  #include <map>
  
  NS_CC_BEGIN
  
  typedef struct _PrecompiledProgram
  {
      const char* key;
      const unsigned char* program;
      int    length;
  } PrecompiledProgram;
  
  typedef struct _CompiledProgram
  {
      std::string key;
      std::vector<unsigned char> program;
      int    length;
  } CompiledProgram;
  
  #if 0
  
  const unsigned char gKey[] = "hello";
  const unsigned char gProgram[] = "world";
  PrecompiledShader gFoo = {gKey, gProgram, 100};
  
  PrecompiledShader shaders[]  = {gFoo, gFoo};
  #endif
  
  class CC_DLL CCPrecompiledShaders
  {
  public:
      CCPrecompiledShaders();
      virtual ~CCPrecompiledShaders();
  
  
      /**
      @brief    Get current precompiled shaders instance.
      @return Current precompiled shaders instance pointer.
      */
      static CCPrecompiledShaders* getInstance();
  
      void addPrecompiledProgram(const char* key, const unsigned char* program, int programLength);
      std::string addShaders(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
      bool addProgram(GLuint program, const std::string& id);
  
      bool loadProgram(GLuint program, const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
  
  
  #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
      void savePrecompiledShaders();
  #endif
  
  protected:
      void savePrecompiledPrograms(Windows::Storage::StorageFolder^ folder);
      void loadPrecompiledPrograms();
  
      void                Init();
  
      std::map<std::string, CompiledProgram*> m_programs;
      std::map<std::string, PrecompiledProgram*> m_precompiledPrograms;
      
      bool                m_isDirty;
  };
  
  NS_CC_END
  
  #endif    // __CC_PRECOMPILED_SHADERS_H__
  