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https://github.com/love2d/love.git
synced 2026-08-17 11:00:31 +02:00
Improved shader member variable names, fixed up XCode project file
This commit is contained in:
@@ -37,45 +37,45 @@ namespace
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struct TemporaryAttacher
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{
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TemporaryAttacher(Shader *shader)
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: curshader(shader)
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, prevshader(Shader::current)
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: curShader(shader)
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, prevShader(Shader::current)
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{
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curshader->attach(true);
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curShader->attach(true);
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}
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~TemporaryAttacher()
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{
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if (prevshader != NULL)
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prevshader->attach();
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if (prevShader != NULL)
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prevShader->attach();
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else
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Shader::detach();
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}
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Shader *curshader;
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Shader *prevshader;
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Shader *curShader;
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Shader *prevShader;
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};
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} // anonymous namespace
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Shader *Shader::current = NULL;
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GLint Shader::_maxtextureunits = 0;
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std::vector<int> Shader::_texturecounters;
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GLint Shader::maxTextureUnits = 0;
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std::vector<int> Shader::textureCounters;
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Shader::Shader(const ShaderSources &shadersources)
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: _shadersources(shadersources)
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, _program(0)
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Shader::Shader(const ShaderSources &sources)
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: shaderSources(sources)
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, program(0)
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{
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if (shadersources.empty())
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if (shaderSources.empty())
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throw love::Exception("Cannot create shader: no source code!");
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GLint maxtextureunits;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits);
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_maxtextureunits = std::max(maxtextureunits - 1, 0);
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GLint maxtexunits;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtexunits);
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maxTextureUnits = std::max(maxtexunits - 1, 0);
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// initialize global texture id counters if needed
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if (_texturecounters.size() < (size_t) _maxtextureunits)
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_texturecounters.resize(_maxtextureunits, 0);
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if (textureCounters.size() < (size_t) maxTextureUnits)
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textureCounters.resize(maxTextureUnits, 0);
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// load shader source and create program object
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loadVolatile();
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@@ -130,10 +130,10 @@ GLuint Shader::compileCode(ShaderType type, const std::string &code)
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glCompileShader(shaderid);
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GLint compile_status;
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glGetShaderiv(shaderid, GL_COMPILE_STATUS, &compile_status);
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GLint status;
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glGetShaderiv(shaderid, GL_COMPILE_STATUS, &status);
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if (compile_status == GL_FALSE)
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if (status == GL_FALSE)
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{
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GLint infologlen;
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glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
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@@ -154,26 +154,26 @@ GLuint Shader::compileCode(ShaderType type, const std::string &code)
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void Shader::createProgram(const std::vector<GLuint> &shaderids)
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{
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_program = glCreateProgram();
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if (_program == 0) // should only fail when called between glBegin() and glEnd()
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program = glCreateProgram();
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if (program == 0) // should only fail when called between glBegin() and glEnd()
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throw love::Exception("Cannot create shader program object.");
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std::vector<GLuint>::const_iterator it;
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for (it = shaderids.begin(); it != shaderids.end(); ++it)
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glAttachShader(_program, *it);
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glAttachShader(program, *it);
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glLinkProgram(_program);
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glLinkProgram(program);
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for (it = shaderids.begin(); it != shaderids.end(); ++it)
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glDeleteShader(*it); // flag shaders for auto-deletion when program object is deleted
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GLint link_ok;
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glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (link_ok == GL_FALSE)
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if (status == GL_FALSE)
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{
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const std::string warnings = getWarnings();
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glDeleteProgram(_program);
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glDeleteProgram(program);
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throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
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}
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@@ -182,13 +182,13 @@ void Shader::createProgram(const std::vector<GLuint> &shaderids)
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bool Shader::loadVolatile()
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{
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// zero out active texture list
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_activetextureunits.clear();
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_activetextureunits.insert(_activetextureunits.begin(), _maxtextureunits, 0);
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activeTextureUnits.clear();
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activeTextureUnits.insert(activeTextureUnits.begin(), maxTextureUnits, 0);
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std::vector<GLuint> shaderids;
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ShaderSources::const_iterator source;
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for (source = _shadersources.begin(); source != _shadersources.end(); ++source)
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for (source = shaderSources.begin(); source != shaderSources.end(); ++source)
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{
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GLuint shaderid = compileCode(source->first, source->second);
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shaderids.push_back(shaderid);
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@@ -213,45 +213,45 @@ void Shader::unloadVolatile()
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if (current == this)
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glUseProgram(0);
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if (_program != 0)
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glDeleteProgram(_program);
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if (program != 0)
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glDeleteProgram(program);
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_program = 0;
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program = 0;
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// decrement global texture id counters for texture units which had textures bound from this shader
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for (size_t i = 0; i < _activetextureunits.size(); ++i)
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for (size_t i = 0; i < activeTextureUnits.size(); ++i)
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{
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if (_activetextureunits[i] > 0)
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_texturecounters[i] = std::max(_texturecounters[i] - 1, 0);
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if (activeTextureUnits[i] > 0)
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textureCounters[i] = std::max(textureCounters[i] - 1, 0);
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}
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// active texture list is probably invalid, clear it
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_activetextureunits.clear();
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_activetextureunits.insert(_activetextureunits.begin(), _maxtextureunits, 0);
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activeTextureUnits.clear();
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activeTextureUnits.insert(activeTextureUnits.begin(), maxTextureUnits, 0);
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// same with uniform location list
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_uniforms.clear();
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uniforms.clear();
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}
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std::string Shader::getWarnings() const
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{
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GLint strlen, nullpos;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &strlen);
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char *temp_str = new char[strlen+1];
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strlen);
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char *tempstr = new char[strlen+1];
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// be extra sure that the error string will be 0-terminated
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memset(temp_str, '\0', strlen+1);
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glGetProgramInfoLog(_program, strlen, &nullpos, temp_str);
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temp_str[nullpos] = '\0';
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memset(tempstr, '\0', strlen+1);
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glGetProgramInfoLog(program, strlen, &nullpos, tempstr);
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tempstr[nullpos] = '\0';
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std::string warnings(temp_str);
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delete[] temp_str;
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std::string warnings(tempstr);
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delete[] tempstr;
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return warnings;
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}
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void Shader::attach(bool temporary)
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{
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if (current != this)
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glUseProgram(_program);
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glUseProgram(program);
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current = this;
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@@ -259,10 +259,10 @@ void Shader::attach(bool temporary)
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{
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// make sure all sent textures are properly bound to their respective texture units
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// note: list potentially contains texture ids of deleted/invalid textures!
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for (size_t i = 0; i < _activetextureunits.size(); ++i)
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for (size_t i = 0; i < activeTextureUnits.size(); ++i)
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{
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if (_activetextureunits[i] > 0)
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bindTextureToUnit(_activetextureunits[i], i + 1, false);
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if (activeTextureUnits[i] > 0)
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bindTextureToUnit(activeTextureUnits[i], i + 1, false);
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}
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setActiveTextureUnit(0);
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}
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@@ -351,11 +351,11 @@ void Shader::sendTexture(const std::string &name, GLuint texture)
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checkSetUniformError();
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// increment global shader texture id counter for this texture unit, if we haven't already
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if (_activetextureunits[textureunit-1] == 0)
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++_texturecounters[textureunit-1];
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if (activeTextureUnits[textureunit-1] == 0)
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++textureCounters[textureunit-1];
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// store texture id so it can be re-bound to the proper texture unit when necessary
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_activetextureunits[textureunit-1] = texture;
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activeTextureUnits[textureunit-1] = texture;
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}
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void Shader::sendImage(const std::string &name, const Image &image)
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@@ -370,11 +370,11 @@ void Shader::sendCanvas(const std::string &name, const Canvas &canvas)
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GLint Shader::getUniformLocation(const std::string &name)
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{
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std::map<std::string, GLint>::const_iterator it = _uniforms.find(name);
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if (it != _uniforms.end())
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std::map<std::string, GLint>::const_iterator it = uniforms.find(name);
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if (it != uniforms.end())
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return it->second;
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GLint location = glGetUniformLocation(_program, name.c_str());
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GLint location = glGetUniformLocation(program, name.c_str());
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if (location == -1)
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{
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throw love::Exception(
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@@ -382,36 +382,36 @@ GLint Shader::getUniformLocation(const std::string &name)
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"A common error is to define but not use the variable.", name.c_str());
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}
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_uniforms[name] = location;
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uniforms[name] = location;
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return location;
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}
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int Shader::getTextureUnit(const std::string &name)
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{
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std::map<std::string, GLint>::const_iterator it = _textureunitpool.find(name);
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std::map<std::string, GLint>::const_iterator it = textureUnitPool.find(name);
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if (it != _textureunitpool.end())
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if (it != textureUnitPool.end())
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return it->second;
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int textureunit = 1;
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// prefer texture units which are unused by all other shaders
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std::vector<int>::iterator nextfreeunit = std::find(_texturecounters.begin(), _texturecounters.end(), 0);
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std::vector<int>::iterator nextfreeunit = std::find(textureCounters.begin(), textureCounters.end(), 0);
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if (nextfreeunit != _texturecounters.end())
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textureunit = std::distance(_texturecounters.begin(), nextfreeunit) + 1; // we don't want to use unit 0
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if (nextfreeunit != textureCounters.end())
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textureunit = std::distance(textureCounters.begin(), nextfreeunit) + 1; // we don't want to use unit 0
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else
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{
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// no completely unused texture units exist, try to use next free slot in our own list
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std::vector<GLuint>::iterator nexttexunit = std::find(_activetextureunits.begin(), _activetextureunits.end(), 0);
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std::vector<GLuint>::iterator nexttexunit = std::find(activeTextureUnits.begin(), activeTextureUnits.end(), 0);
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if (nexttexunit == _activetextureunits.end())
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if (nexttexunit == activeTextureUnits.end())
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throw love::Exception("No more texture units available for shader.");
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textureunit = std::distance(_activetextureunits.begin(), nexttexunit) + 1; // we don't want to use unit 0
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textureunit = std::distance(activeTextureUnits.begin(), nexttexunit) + 1; // we don't want to use unit 0
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}
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_textureunitpool[name] = textureunit;
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textureUnitPool[name] = textureunit;
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return textureunit;
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}
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@@ -431,8 +431,8 @@ void Shader::checkSetUniformError()
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std::string Shader::getGLSLVersion()
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{
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// GL_SHADING_LANGUAGE_VERSION may not be available in OpenGL < 2.0.
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const char *tmp = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (NULL == tmp)
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const char *tmp = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (tmp == NULL)
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return "0.0";
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// the version string always begins with a version number of the format
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@@ -440,9 +440,9 @@ std::string Shader::getGLSLVersion()
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// or
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// major_number.minor_number.release_number
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// we can keep release_number, since it does not affect the check below.
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std::string versionString(tmp);
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size_t minorEndPos = versionString.find(' ');
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return versionString.substr(0, minorEndPos);
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std::string versionstring(tmp);
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size_t minorendpos = versionstring.find(' ');
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return versionstring.substr(0, minorendpos);
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}
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bool Shader::isSupported()
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