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.
  -----------------------------------------------------------------------------
  */
  #include "OgreGpuProgram.h"
  #include "OgreHighLevelGpuProgramManager.h"
  #include "OgreLogManager.h"
  #include "OgreRoot.h"
  #include "OgreStringConverter.h"
  
  #include "OgreGLSLProgram.h"
  #include "OgreGLSLGpuProgram.h"
  #include "OgreGLSLLinkProgramManager.h"
  #include "OgreGLSLProgramPipelineManager.h"
  #include "OgreGLSLPreprocessor.h"
  #include "OgreGL3PlusUtil.h"
  
  namespace Ogre {
  
      String operationTypeToString(RenderOperation::OperationType val);
      RenderOperation::OperationType parseOperationType(const String& val);
  
      //-----------------------------------------------------------------------
  	GLSLProgram::CmdPreprocessorDefines GLSLProgram::msCmdPreprocessorDefines;
      GLSLProgram::CmdAttach GLSLProgram::msCmdAttach;
      GLSLProgram::CmdColumnMajorMatrices GLSLProgram::msCmdColumnMajorMatrices;
  	GLSLProgram::CmdInputOperationType GLSLProgram::msInputOperationTypeCmd;
  	GLSLProgram::CmdOutputOperationType GLSLProgram::msOutputOperationTypeCmd;
  	GLSLProgram::CmdMaxOutputVertices GLSLProgram::msMaxOutputVerticesCmd;
  
      //-----------------------------------------------------------------------
  	//-----------------------------------------------------------------------
      GLSLProgram::GLSLProgram(ResourceManager* creator, 
          const String& name, ResourceHandle handle,
          const String& group, bool isManual, ManualResourceLoader* loader)
          : HighLevelGpuProgram(creator, name, handle, group, isManual, loader) 
  		, mGLShaderHandle(0)
          , mGLProgramHandle(0)
          , mCompiled(0)
          , mColumnMajorMatrices(true)
      {
          if (createParamDictionary("GLSLProgram"))
          {
              setupBaseParamDictionary();
              ParamDictionary* dict = getParamDictionary();
  
  			dict->addParameter(ParameterDef("preprocessor_defines", 
                                              "Preprocessor defines use to compile the program.",
                                              PT_STRING),&msCmdPreprocessorDefines);
              dict->addParameter(ParameterDef("attach", 
                  "name of another GLSL program needed by this program",
                  PT_STRING),&msCmdAttach);
              dict->addParameter(ParameterDef("column_major_matrices",
                                              "Whether matrix packing in column-major order.",
                                              PT_BOOL),&msCmdColumnMajorMatrices);
  			dict->addParameter(
  				ParameterDef("input_operation_type",
  				"The input operation type for this geometry program. \
  				Can be 'point_list', 'line_list', 'line_strip', 'triangle_list', \
  				'triangle_strip' or 'triangle_fan'", PT_STRING),
  				&msInputOperationTypeCmd);
  			dict->addParameter(
  				ParameterDef("output_operation_type",
  				"The input operation type for this geometry program. \
  				Can be 'point_list', 'line_strip' or 'triangle_strip'",
  				 PT_STRING),
  				 &msOutputOperationTypeCmd);
  			dict->addParameter(
  				ParameterDef("max_output_vertices", 
  				"The maximum number of vertices a single run of this geometry program can output",
  				PT_INT),&msMaxOutputVerticesCmd);
          }
          // Manually assign language now since we use it immediately
          mSyntaxCode = "glsl";
      }
      //---------------------------------------------------------------------------
      GLSLProgram::~GLSLProgram()
      {
          // Have to call this here rather than in Resource destructor
          // since calling virtual methods in base destructors causes crash
          if (isLoaded())
          {
              unload();
          }
          else
          {
              unloadHighLevel();
          }
      }
      //-----------------------------------------------------------------------
  	void GLSLProgram::loadFromSource(void)
  	{
  		// Preprocess the GLSL shader in order to get a clean source
  		CPreprocessor cpp;
  
  		// Pass all user-defined macros to preprocessor
  		if (!mPreprocessorDefines.empty ())
  		{
  			String::size_type pos = 0;
  			while (pos != String::npos)
  			{
  				// Find delims
  				String::size_type endPos = mPreprocessorDefines.find_first_of(";,=", pos);
  				if (endPos != String::npos)
  				{
  					String::size_type macro_name_start = pos;
  					size_t macro_name_len = endPos - pos;
  					pos = endPos;
  
  					// Check definition part
  					if (mPreprocessorDefines[pos] == '=')
  					{
  						// Set up a definition, skip delim
  						++pos;
  						String::size_type macro_val_start = pos;
  						size_t macro_val_len;
  
  						endPos = mPreprocessorDefines.find_first_of(";,", pos);
  						if (endPos == String::npos)
  						{
  							macro_val_len = mPreprocessorDefines.size () - pos;
  							pos = endPos;
  						}
  						else
  						{
  							macro_val_len = endPos - pos;
  							pos = endPos+1;
  						}
  						cpp.Define (
  							mPreprocessorDefines.c_str () + macro_name_start, macro_name_len,
  							mPreprocessorDefines.c_str () + macro_val_start, macro_val_len);
  					}
  					else
  					{
  						// No definition part, define as "1"
  						++pos;
  						cpp.Define (
  							mPreprocessorDefines.c_str () + macro_name_start, macro_name_len, 1);
  					}
  				}
  				else
  					pos = endPos;
  			}
  		}
  
  		size_t out_size = 0;
  		const char *src = mSource.c_str ();
  		size_t src_len = mSource.size ();
  		char *out = cpp.Parse (src, src_len, out_size);
  		if (!out || !out_size)
  			// Failed to preprocess, break out
  			OGRE_EXCEPT (Exception::ERR_RENDERINGAPI_ERROR,
  						 "Failed to preprocess shader " + mName,
  						 __FUNCTION__);
  
  		mSource = String (out, out_size);
  		if (out < src || out > src + src_len)
  			free (out);
  	}
      
      //---------------------------------------------------------------------------
  	bool GLSLProgram::compile(const bool checkErrors)
  	{
  		if (mCompiled == 1)
  		{
  			return true;
  		}
  
  		// only create a shader object if glsl is supported
  		if (isSupported())
  		{
  			// create shader object
  
  			GLenum shaderType = 0x0000;
  			switch (mType)
  			{
  			case GPT_VERTEX_PROGRAM:
  				shaderType = GL_VERTEX_SHADER;
  				break;
  			case GPT_FRAGMENT_PROGRAM:
  				shaderType = GL_FRAGMENT_SHADER;
  				break;
  			case GPT_GEOMETRY_PROGRAM:
  				shaderType = GL_GEOMETRY_SHADER;
  				break;
              case GPT_DOMAIN_PROGRAM:
                  shaderType = GL_TESS_EVALUATION_SHADER;
                  break;
              case GPT_HULL_PROGRAM:
                  shaderType = GL_TESS_CONTROL_SHADER;
                  break;
              case GPT_COMPUTE_PROGRAM:
                  shaderType = GL_COMPUTE_SHADER;
                  break;
  			}
  			OGRE_CHECK_GL_ERROR(mGLShaderHandle = glCreateShader(shaderType));
  
  //            if(getGLSupport()->checkExtension("GL_KHR_debug") || gl3wIsSupported(4, 3))
  //                glObjectLabel(GL_SHADER, mGLShaderHandle, 0, mName.c_str());
  
              if(Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS))
              {
                  OGRE_CHECK_GL_ERROR(mGLProgramHandle = glCreateProgram());
  //                if(getGLSupport()->checkExtension("GL_KHR_debug") || gl3wIsSupported(4, 3))
  //                    glObjectLabel(GL_PROGRAM, mGLProgramHandle, 0, mName.c_str());
              }
  		}
  
  		// Add preprocessor extras and main source
  		if (!mSource.empty())
  		{
              // Fix up the source in case someone forgot to redeclare gl_Position
              if(Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS) &&
                 mType == GPT_VERTEX_PROGRAM)
              {
                  // Check that it's missing and that this shader has a main function, ie. not a child shader.
                  if(mSource.find("vec4 gl_Position") == String::npos)
                  {
                      size_t mainPos = mSource.find("void main");
                      if(mainPos != String::npos)
                      {
                          size_t versionPos = mSource.find("#version");
                          int shaderVersion = StringConverter::parseInt(mSource.substr(versionPos+9, 3));
                          if(shaderVersion >= 150)
                              mSource.insert(mainPos, "out gl_PerVertex\n{\nvec4 gl_Position;\nfloat gl_PointSize;\nfloat gl_ClipDistance[];\n};\n");
                      }
                  }
              }
  
  			const char *source = mSource.c_str();
  			OGRE_CHECK_GL_ERROR(glShaderSource(mGLShaderHandle, 1, &source, NULL));
  		}
  
  		OGRE_CHECK_GL_ERROR(glCompileShader(mGLShaderHandle));
  
  		// Check for compile errors
  		OGRE_CHECK_GL_ERROR(glGetShaderiv(mGLShaderHandle, GL_COMPILE_STATUS, &mCompiled));
          if(!mCompiled && checkErrors)
  		{
              String message = logObjectInfo("GLSL compile log: " + mName, mGLShaderHandle);
  			checkAndFixInvalidDefaultPrecisionError(message);
  		}
  
  		// Log a message that the shader compiled successfully.
          if (mCompiled && checkErrors)
              logObjectInfo("GLSL compiled: " + mName, mGLShaderHandle);
  
          if(!mCompiled)
          {
  			String progType = "Fragment";
  			if (mType == GPT_VERTEX_PROGRAM)
  			{
  				progType = "Vertex";
  			}
  			else if (mType == GPT_GEOMETRY_PROGRAM)
  			{
  				progType = "Geometry";
  			}
  			else if (mType == GPT_DOMAIN_PROGRAM)
  			{
  				progType = "Tesselation Evaluation";
  			}
  			else if (mType == GPT_HULL_PROGRAM)
  			{
  				progType = "Tesselation Control";
  			}
  			else if (mType == GPT_COMPUTE_PROGRAM)
  			{
  				progType = "Compute";
  			}
              OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR,
                          progType + " Program " + mName +
                          " failed to compile. See compile log above for details.",
                          "GLSLProgram::compile");
          }
  
  		return (mCompiled == 1);
  	}
  
  	//-----------------------------------------------------------------------
  	void GLSLProgram::createLowLevelImpl(void)
  	{
  		mAssemblerProgram = GpuProgramPtr(OGRE_NEW GLSLGpuProgram( this ));
          // Shader params need to be forwarded to low level implementation
          mAssemblerProgram->setAdjacencyInfoRequired(isAdjacencyInfoRequired());
  	}
  	//---------------------------------------------------------------------------
  	void GLSLProgram::unloadImpl()
  	{   
  		// We didn't create mAssemblerProgram through a manager, so override this
  		// implementation so that we don't try to remove it from one. Since getCreator()
  		// is used, it might target a different matching handle!
  		mAssemblerProgram.setNull();
  
  		unloadHighLevel();
  	}
  	//-----------------------------------------------------------------------
  	void GLSLProgram::unloadHighLevelImpl(void)
  	{
  		if (isSupported())
  		{
  			OGRE_CHECK_GL_ERROR(glDeleteShader(mGLShaderHandle));
  
              if(Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS) && mGLProgramHandle)
              {
                  OGRE_CHECK_GL_ERROR(glDeleteProgram(mGLProgramHandle));
              }
              
              mGLShaderHandle = 0;
              mGLProgramHandle = 0;
              mCompiled = 0;
  		}
  	}
  
  	//-----------------------------------------------------------------------
  	void GLSLProgram::populateParameterNames(GpuProgramParametersSharedPtr params)
  	{
  		getConstantDefinitions();
  		params->_setNamedConstants(mConstantDefs);
  		// Don't set logical / physical maps here, as we can't access parameters by logical index in GLSL.
  	}
  	//-----------------------------------------------------------------------
  	void GLSLProgram::buildConstantDefinitions() const
  	{
  		// We need an accurate list of all the uniforms in the shader, but we
  		// can't get at them until we link all the shaders into a program object.
  
  		// Therefore instead, parse the source code manually and extract the uniforms
  		createParameterMappingStructures(true);
          if(Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS))
          {
              GLSLProgramPipelineManager::getSingleton().extractConstantDefs(mSource, *mConstantDefs.get(), mName);
          }
          else
          {
              GLSLLinkProgramManager::getSingleton().extractConstantDefs(mSource, *mConstantDefs.get(), mName);
          }
  
  		// Also parse any attached sources
  		for (GLSLProgramContainer::const_iterator i = mAttachedGLSLPrograms.begin();
  			i != mAttachedGLSLPrograms.end(); ++i)
  		{
  			GLSLProgram* childShader = *i;
  
              if(Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS))
              {
                  GLSLProgramPipelineManager::getSingleton().extractConstantDefs(childShader->getSource(),
                                                                                 *mConstantDefs.get(), childShader->getName());
              }
              else
              {
                  GLSLLinkProgramManager::getSingleton().extractConstantDefs(childShader->getSource(),
                                                                             *mConstantDefs.get(), childShader->getName());
              }
  		}
  	}
  
  	//---------------------------------------------------------------------
  	inline bool GLSLProgram::getPassSurfaceAndLightStates(void) const
  	{
  		// Scenemanager should pass on light & material state to the rendersystem
  		return true;
  	}
  	//---------------------------------------------------------------------
  	inline bool GLSLProgram::getPassTransformStates(void) const
  	{
  		// Scenemanager should pass on transform state to the rendersystem
  		return true;
  	}
  	//---------------------------------------------------------------------
  	inline bool GLSLProgram::getPassFogStates(void) const
  	{
  		// Scenemanager should pass on fog state to the rendersystem
  		return true;
  	}
  	//-----------------------------------------------------------------------
      String GLSLProgram::CmdAttach::doGet(const void *target) const
      {
          return (static_cast<const GLSLProgram*>(target))->getAttachedShaderNames();
      }
  	//-----------------------------------------------------------------------
      void GLSLProgram::CmdAttach::doSet(void *target, const String& shaderNames)
      {
  		// Get all the shader program names: there could be more than one
  		StringVector vecShaderNames = StringUtil::split(shaderNames, " \t", 0);
  
  		size_t programNameCount = vecShaderNames.size();
  		for ( size_t i = 0; i < programNameCount; ++i )
  		{
  	        static_cast<GLSLProgram*>(target)->attachChildShader(vecShaderNames[i]);
  		}
      }
      //-----------------------------------------------------------------------
      String GLSLProgram::CmdColumnMajorMatrices::doGet(const void *target) const
      {
          return StringConverter::toString(static_cast<const GLSLProgram*>(target)->getColumnMajorMatrices());
      }
      void GLSLProgram::CmdColumnMajorMatrices::doSet(void *target, const String& val)
      {
          static_cast<GLSLProgram*>(target)->setColumnMajorMatrices(StringConverter::parseBool(val));
      }
  	//-----------------------------------------------------------------------
  	String GLSLProgram::CmdPreprocessorDefines::doGet(const void *target) const
  	{
  		return static_cast<const GLSLProgram*>(target)->getPreprocessorDefines();
  	}
  	void GLSLProgram::CmdPreprocessorDefines::doSet(void *target, const String& val)
  	{
  		static_cast<GLSLProgram*>(target)->setPreprocessorDefines(val);
  	}
  	//-----------------------------------------------------------------------
      String GLSLProgram::CmdInputOperationType::doGet(const void* target) const
      {
          const GLSLProgram* t = static_cast<const GLSLProgram*>(target);
  		return operationTypeToString(t->getInputOperationType());
      }
      void GLSLProgram::CmdInputOperationType::doSet(void* target, const String& val)
      {
          GLSLProgram* t = static_cast<GLSLProgram*>(target);
  		t->setInputOperationType(parseOperationType(val));
      }
  	//-----------------------------------------------------------------------
  	String GLSLProgram::CmdOutputOperationType::doGet(const void* target) const
      {
          const GLSLProgram* t = static_cast<const GLSLProgram*>(target);
  		return operationTypeToString(t->getOutputOperationType());
      }
      void GLSLProgram::CmdOutputOperationType::doSet(void* target, const String& val)
      {
          GLSLProgram* t = static_cast<GLSLProgram*>(target);
  		t->setOutputOperationType(parseOperationType(val));
      }
  	//-----------------------------------------------------------------------
  	String GLSLProgram::CmdMaxOutputVertices::doGet(const void* target) const
  	{
  		const GLSLProgram* t = static_cast<const GLSLProgram*>(target);
  		return StringConverter::toString(t->getMaxOutputVertices());
  	}
  	void GLSLProgram::CmdMaxOutputVertices::doSet(void* target, const String& val)
  	{
  		GLSLProgram* t = static_cast<GLSLProgram*>(target);
  		t->setMaxOutputVertices(StringConverter::parseInt(val));
  	}
  
  	//-----------------------------------------------------------------------
      void GLSLProgram::attachChildShader(const String& name)
  	{
  		// is the name valid and already loaded?
  		// check with the high level program manager to see if it was loaded
  		HighLevelGpuProgramPtr hlProgram = HighLevelGpuProgramManager::getSingleton().getByName(name);
  		if (!hlProgram.isNull())
  		{
  			if (hlProgram->getSyntaxCode() == "glsl")
  			{
  				// make sure attached program source gets loaded and compiled
  				// don't need a low level implementation for attached shader objects
  				// loadHighLevelImpl will only load the source and compile once
  				// so don't worry about calling it several times
  				GLSLProgram* childShader = static_cast<GLSLProgram*>(hlProgram.getPointer());
  				// load the source and attach the child shader only if supported
  				if (isSupported())
  				{
  					childShader->loadHighLevelImpl();
  					// add to the container
  					mAttachedGLSLPrograms.push_back( childShader );
  					mAttachedShaderNames += name + " ";
  				}
  			}
  		}
  	}
  
  	//-----------------------------------------------------------------------
  	void GLSLProgram::attachToProgramObject( const GLuint programObject )
  	{
  		// attach child objects
  		GLSLProgramContainerIterator childprogramcurrent = mAttachedGLSLPrograms.begin();
  		GLSLProgramContainerIterator childprogramend = mAttachedGLSLPrograms.end();
  
   		while (childprogramcurrent != childprogramend)
  		{
  			GLSLProgram* childShader = *childprogramcurrent;
  			// bug in ATI GLSL linker : modules without main function must be recompiled each time 
  			// they are linked to a different program object
  			// don't check for compile errors since there won't be any
  			// *** minor inconvenience until ATI fixes there driver
  			childShader->compile(true);
  
  			childShader->attachToProgramObject( programObject );
  
  			++childprogramcurrent;
  		}
          OGRE_CHECK_GL_ERROR(glAttachShader(programObject, mGLShaderHandle));
  		logObjectInfo( "Error attaching " + mName + " shader object to GLSL Program Object", programObject );
      }
  
  	//-----------------------------------------------------------------------
  	void GLSLProgram::detachFromProgramObject( const GLuint programObject )
  	{
          OGRE_CHECK_GL_ERROR(glDetachShader(programObject, mGLShaderHandle));
  		logObjectInfo( "Error detaching " + mName + " shader object from GLSL Program Object", programObject );
  		// attach child objects
  		GLSLProgramContainerIterator childprogramcurrent = mAttachedGLSLPrograms.begin();
  		GLSLProgramContainerIterator childprogramend = mAttachedGLSLPrograms.end();
  
  		while (childprogramcurrent != childprogramend)
  		{
  			GLSLProgram* childShader = *childprogramcurrent;
  			childShader->detachFromProgramObject( programObject );
  			++childprogramcurrent;
  		}
  	}
  
      //-----------------------------------------------------------------------
      const String& GLSLProgram::getLanguage(void) const
      {
          static const String language = "glsl";
  
          return language;
      }
  	//-----------------------------------------------------------------------
  	Ogre::GpuProgramParametersSharedPtr GLSLProgram::createParameters( void )
  	{
  		GpuProgramParametersSharedPtr params = HighLevelGpuProgram::createParameters();
  		return params;
  	}
  	//-----------------------------------------------------------------------
  	void GLSLProgram::checkAndFixInvalidDefaultPrecisionError( String &message )
  	{
  		String precisionQualifierErrorString = ": 'Default Precision Qualifier' :  invalid type Type for default precision qualifier can be only float or int";
  		vector< String >::type linesOfSource = StringUtil::split(mSource, "\n");
  		if( message.find(precisionQualifierErrorString) != String::npos )
  		{
  			LogManager::getSingleton().logMessage("Fixing invalid type Type for default precision qualifier by deleting bad lines the re-compiling", LML_CRITICAL);
  
  			// remove relevant lines from source
  			vector< String >::type errors = StringUtil::split(message, "\n");
  
  			// going from the end so when we delete a line the numbers of the lines before will not change
  			for(int i = (int)errors.size() - 1 ; i != -1 ; i--)
  			{
  				String & curError = errors[i];
  				size_t foundPos = curError.find(precisionQualifierErrorString);
  				if(foundPos != String::npos)
  				{
  					String lineNumber = curError.substr(0, foundPos);
  					size_t posOfStartOfNumber = lineNumber.find_last_of(':');
  					if (posOfStartOfNumber != String::npos)
  					{
  						lineNumber = lineNumber.substr(posOfStartOfNumber +	1, lineNumber.size() - (posOfStartOfNumber + 1));
  						if (StringConverter::isNumber(lineNumber))
  						{
  							int iLineNumber = StringConverter::parseInt(lineNumber);
  							linesOfSource.erase(linesOfSource.begin() + iLineNumber - 1);
  						}
  					}
  				}
  			}	
  			// rebuild source
  			StringStream newSource;
  			for(size_t i = 0; i < linesOfSource.size()  ; i++)
  			{
  				newSource << linesOfSource[i] << "\n";
  			}
  			mSource = newSource.str();
  
  			const char *source = mSource.c_str();
  			OGRE_CHECK_GL_ERROR(glShaderSource(mGLShaderHandle, 1, &source, NULL));
  			// Check for load errors
              if (compile(true))
              {
                  LogManager::getSingleton().logMessage("The removing of the lines fixed the invalid type Type for default precision qualifier error.", LML_CRITICAL);
              }
              else
              {
                  LogManager::getSingleton().logMessage("The removing of the lines didn't help.", LML_CRITICAL);
              }
  		}
  	}
  	//-----------------------------------------------------------------------
  	RenderOperation::OperationType parseOperationType(const String& val)
  	{
  		if (val == "point_list")
  		{
  			return RenderOperation::OT_POINT_LIST;
  		}
  		else if (val == "line_list")
  		{
  			return RenderOperation::OT_LINE_LIST;
  		}
  		else if (val == "line_strip")
  		{
  			return RenderOperation::OT_LINE_STRIP;
  		}
  		else if (val == "triangle_strip")
  		{
  			return RenderOperation::OT_TRIANGLE_STRIP;
  		}
  		else if (val == "triangle_fan")
  		{
  			return RenderOperation::OT_TRIANGLE_FAN;
  		}
  		else 
  		{
  			// Triangle list is the default fallback. Keep it this way?
  			return RenderOperation::OT_TRIANGLE_LIST;
  		}
  	}
  	//-----------------------------------------------------------------------
  	String operationTypeToString(RenderOperation::OperationType val)
  	{
  		switch (val)
  		{
  		case RenderOperation::OT_POINT_LIST:
  			return "point_list";
  			break;
  		case RenderOperation::OT_LINE_LIST:
  			return "line_list";
  			break;
  		case RenderOperation::OT_LINE_STRIP:
  			return "line_strip";
  			break;
  		case RenderOperation::OT_TRIANGLE_STRIP:
  			return "triangle_strip";
  			break;
  		case RenderOperation::OT_TRIANGLE_FAN:
  			return "triangle_fan";
  			break;
  		case RenderOperation::OT_TRIANGLE_LIST:
  		default:
  			return "triangle_list";
  			break;
  		}
  	}
  }
  