Cleaned up some shader code.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2015-03-02 15:18:12 -04:00
parent 3536f2665f
commit 3fea174008
8 changed files with 52 additions and 80 deletions
+7 -34
View File
@@ -66,7 +66,6 @@ Shader *Shader::defaultShader = nullptr;
Shader::ShaderSource Shader::defaultCode[Graphics::RENDERER_MAX_ENUM];
GLint Shader::maxTexUnits = 0;
std::vector<int> Shader::textureCounters;
Shader::Shader(const ShaderSource &source)
@@ -80,16 +79,9 @@ Shader::Shader(const ShaderSource &source)
if (source.vertex.empty() && source.pixel.empty())
throw love::Exception("Cannot create shader: no source code!");
if (maxTexUnits <= 0)
{
GLint maxtexunits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtexunits);
maxTexUnits = std::max(maxtexunits - 1, 0);
}
// initialize global texture id counters if needed
if (textureCounters.size() < (size_t) maxTexUnits)
textureCounters.resize(maxTexUnits, 0);
if ((int) textureCounters.size() < gl.getMaxTextureUnits())
textureCounters.resize(gl.getMaxTextureUnits(), 0);
// load shader source and create program object
loadVolatile();
@@ -224,7 +216,7 @@ bool Shader::loadVolatile()
// zero out active texture list
activeTexUnits.clear();
activeTexUnits.insert(activeTexUnits.begin(), maxTexUnits, 0);
activeTexUnits.insert(activeTexUnits.begin(), gl.getMaxTextureUnits(), 0);
std::vector<GLuint> shaderids;
@@ -263,16 +255,8 @@ bool Shader::loadVolatile()
// Bind generic vertex attribute indices to names in the shader.
for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
{
VertexAttribID attrib = (VertexAttribID) i;
// FIXME: We skip this both because pseudo-instancing is temporarily
// disabled (see graphics.lua), and because binding a non-existant
// attribute name to a location causes a shader linker warning.
if (attrib == ATTRIB_PSEUDO_INSTANCE_ID)
continue;
const char *name = nullptr;
if (attribNames.find(attrib, name))
if (attribNames.find((VertexAttribID) i, name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
@@ -336,7 +320,7 @@ void Shader::unloadVolatile()
// active texture list is probably invalid, clear it
activeTexUnits.clear();
activeTexUnits.resize(maxTexUnits, 0);
activeTexUnits.resize(gl.getMaxTextureUnits(), 0);
// same with uniform location list
uniforms.clear();
@@ -398,14 +382,7 @@ void Shader::attach(bool temporary)
{
// make sure all sent textures are properly bound to their respective texture units
// note: list potentially contains texture ids of deleted/invalid textures!
for (size_t i = 0; i < activeTexUnits.size(); ++i)
{
if (activeTexUnits[i] > 0)
gl.bindTextureToUnit(activeTexUnits[i], (int) i + 1, false);
}
// We always want to use texture unit 0 for everyhing else.
gl.setTextureUnit(0);
gl.bindTextures(1, (GLsizei) activeTexUnits.size(), &activeTexUnits[0]);
}
}
@@ -546,13 +523,10 @@ void Shader::sendTexture(const std::string &name, Texture *texture)
checkSetUniformError(u, 1, 1, UNIFORM_SAMPLER);
// bind texture to assigned texture unit and send uniform to shader program
gl.bindTextureToUnit(gltex, texunit, false);
gl.bindTextures(texunit, 1, &gltex);
glUniform1i(u.location, texunit);
// reset texture unit
gl.setTextureUnit(0);
// increment global shader texture id counter for this texture unit, if we haven't already
if (activeTexUnits[texunit-1] == 0)
++textureCounters[texunit-1];
@@ -849,7 +823,6 @@ StringMap<VertexAttribID, ATTRIB_MAX_ENUM>::Entry Shader::attribNameEntries[] =
{"VertexPosition", ATTRIB_POS},
{"VertexTexCoord", ATTRIB_TEXCOORD},
{"VertexColor", ATTRIB_COLOR},
{"love_PseudoInstanceID", ATTRIB_PSEUDO_INSTANCE_ID},
};
StringMap<VertexAttribID, ATTRIB_MAX_ENUM> Shader::attribNames(Shader::attribNameEntries, sizeof(Shader::attribNameEntries));