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https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
changed shadereffect texture image unit counter and map to be non-static, get max texture units from max combined TIUs instead of max fragment shader TIUs, added the current MVP matrix as an argument to the vertex shader transform function, reduced code duplication in ShaderEffect::sendImage and sendCanvas
This commit is contained in:
@@ -19,7 +19,6 @@
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**/
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#include "ShaderEffect.h"
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#include "GLee.h"
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#include "Graphics.h"
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namespace
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@@ -51,36 +50,34 @@ namespace opengl
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ShaderEffect *ShaderEffect::current = NULL;
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std::map<std::string, GLint> ShaderEffect::_texture_unit_pool;
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GLint ShaderEffect::_current_texture_unit = 0;
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GLint ShaderEffect::_max_texture_units = 0;
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GLint ShaderEffect::getTextureUnit(const std::string &name)
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{
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std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
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if (it != _texture_unit_pool.end())
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return it->second;
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if (++_current_texture_unit >= _max_texture_units)
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throw love::Exception("No more texture units available");
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_texture_unit_pool[name] = _current_texture_unit;
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return _current_texture_unit;
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}
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ShaderEffect::ShaderEffect(const std::string &vertcode, const std::string &fragcode)
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: _program(0)
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, _vertcode(vertcode)
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, _fragcode(fragcode)
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, _current_texture_unit(0)
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{
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &_max_texture_units);
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &_max_texture_units);
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loadVolatile();
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}
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GLint ShaderEffect::getTextureUnit(const std::string &name)
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{
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std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
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if (it != _texture_unit_pool.end())
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return it->second;
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if (++_current_texture_unit >= _max_texture_units)
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throw love::Exception("No more texture units available");
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_texture_unit_pool[name] = _current_texture_unit;
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return _current_texture_unit;
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}
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GLuint ShaderEffect::createShader(GLenum type, const std::string &code)
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{
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const char *shadertypename = NULL;
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switch (type)
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{
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case GL_VERTEX_SHADER:
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@@ -138,7 +135,7 @@ void ShaderEffect::createProgram(const std::vector<GLuint> &shaders)
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glLinkProgram(_program);
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for (it = shaders.begin(); it != shaders.end(); ++it)
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glDetachShader(_program, *it);
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glDetachShader(_program, *it); // we can freely detach shaders after linking
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GLint link_ok;
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glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
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@@ -162,7 +159,7 @@ bool ShaderEffect::loadVolatile()
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shaders.push_back(createShader(GL_FRAGMENT_SHADER, _fragcode));
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if (shaders.size() == 0)
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throw love::Exception("Cannot create ShaderEffect: no source code!");
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throw love::Exception("Cannot create shader effect: no source code!");
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try
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{
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@@ -305,40 +302,32 @@ void ShaderEffect::sendMatrix(const std::string &name, int size, const GLfloat *
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checkSetUniformError();
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}
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void ShaderEffect::sendImage(const std::string &name, const Image &image)
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void ShaderEffect::sendTexture(const std::string &name, GLuint texture)
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{
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GLint texture_unit = getTextureUnit(name);
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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GLint texture_unit = getTextureUnit(name);
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glActiveTexture(GL_TEXTURE0 + texture_unit);
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bindTexture(image.getTextureName(), true); // guarantee it gets bound
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bindTexture(texture, true); // guarantee it gets bound
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glUniform1i(location, texture_unit);
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// reset texture unit
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glActiveTexture(GL_TEXTURE0);
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// throw error if needed
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checkSetUniformError();
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}
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void ShaderEffect::sendImage(const std::string &name, const Image &image)
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{
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sendTexture(name, image.getTextureName());
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}
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void ShaderEffect::sendCanvas(const std::string &name, const Canvas &canvas)
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{
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GLint texture_unit = getTextureUnit(name);
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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glActiveTexture(GL_TEXTURE0 + texture_unit);
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bindTexture(canvas.getTextureName(), true); // guarantee it gets bound
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glUniform1i(location, texture_unit);
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// reset texture unit
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glActiveTexture(GL_TEXTURE0);
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// throw error if needed
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checkSetUniformError();
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sendTexture(name, canvas.getTextureName());
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}
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GLint ShaderEffect::getUniformLocation(const std::string &name)
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@@ -72,10 +72,12 @@ private:
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std::map<std::string, GLint> _uniforms;
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// texture unit pool for setting images
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static std::map<std::string, GLint> _texture_unit_pool;
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static GLint _current_texture_unit;
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static GLint _max_texture_units;
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static GLint getTextureUnit(const std::string &name);
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std::map<std::string, GLint> _texture_unit_pool;
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GLint _current_texture_unit;
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GLint _max_texture_units;
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GLint getTextureUnit(const std::string &name);
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void sendTexture(const std::string &name, GLuint texture);
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};
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} // opengl
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