mirror of
https://github.com/love2d/love.git
synced 2026-08-19 20:19:42 +02:00
reduced unnecessary usage of glUseProgram, shadereffect is now properly detached in unloadVolatile and reattached if necessary in loadVolatile, made current and max texture units static to prevent different shaders from overwriting the value of different texture units
This commit is contained in:
@@ -27,17 +27,23 @@ namespace
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// reattaches the originally active program when destroyed
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// reattaches the originally active program when destroyed
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struct TemporaryAttacher
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struct TemporaryAttacher
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{
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{
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TemporaryAttacher(love::graphics::opengl::ShaderEffect *sp) : s(sp)
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TemporaryAttacher(love::graphics::opengl::ShaderEffect *sp)
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: cureffect(sp)
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, preveffect(love::graphics::opengl::ShaderEffect::current)
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{
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{
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glGetIntegerv(GL_CURRENT_PROGRAM, &activeProgram);
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cureffect->attach();
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s->attach();
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}
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}
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~TemporaryAttacher()
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~TemporaryAttacher()
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{
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{
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glUseProgram(activeProgram);
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if (preveffect != NULL)
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preveffect->attach();
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else
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cureffect->detach();
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}
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}
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love::graphics::opengl::ShaderEffect *s;
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GLint activeProgram;
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love::graphics::opengl::ShaderEffect *cureffect;
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love::graphics::opengl::ShaderEffect *preveffect;
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};
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};
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} // anonymous namespace
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} // anonymous namespace
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@@ -50,16 +56,26 @@ namespace opengl
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ShaderEffect *ShaderEffect::current = NULL;
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ShaderEffect *ShaderEffect::current = NULL;
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GLint ShaderEffect::_current_texture_unit = 0;
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GLint ShaderEffect::_max_texture_units = 0;
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ShaderEffect::ShaderEffect(const std::string &vertcode, const std::string &fragcode)
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ShaderEffect::ShaderEffect(const std::string &vertcode, const std::string &fragcode)
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: _program(0)
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: _program(0)
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, _vertcode(vertcode)
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, _vertcode(vertcode)
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, _fragcode(fragcode)
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, _fragcode(fragcode)
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, _current_texture_unit(0)
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{
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{
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glGetIntegerv(GL_MAX_COMBINED_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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loadVolatile();
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}
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}
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ShaderEffect::~ShaderEffect()
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{
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if (current == this)
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detach();
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unloadVolatile();
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}
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GLint ShaderEffect::getTextureUnit(const std::string &name)
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GLint ShaderEffect::getTextureUnit(const std::string &name)
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{
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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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std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
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@@ -68,7 +84,7 @@ GLint ShaderEffect::getTextureUnit(const std::string &name)
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return it->second;
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return it->second;
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if (++_current_texture_unit >= _max_texture_units)
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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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throw love::Exception("No more texture units available for shaders");
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_texture_unit_pool[name] = _current_texture_unit;
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_texture_unit_pool[name] = _current_texture_unit;
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return _current_texture_unit;
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return _current_texture_unit;
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@@ -149,7 +165,7 @@ void ShaderEffect::createProgram(const std::vector<GLuint> &shaders)
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}
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}
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bool ShaderEffect::loadVolatile()
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bool ShaderEffect::loadVolatile()
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{
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{
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std::vector<GLuint> shaders;
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std::vector<GLuint> shaders;
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if (_vertcode.length() > 0)
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if (_vertcode.length() > 0)
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@@ -177,19 +193,22 @@ bool ShaderEffect::loadVolatile()
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std::vector<GLuint>::iterator it;
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std::vector<GLuint>::iterator it;
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for (it = shaders.begin(); it != shaders.end(); ++it)
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for (it = shaders.begin(); it != shaders.end(); ++it)
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glDeleteShader(*it);
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glDeleteShader(*it);
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if (current == this)
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glUseProgram(_program);
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return true;
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return true;
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}
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}
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ShaderEffect::~ShaderEffect()
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{
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unloadVolatile();
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}
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void ShaderEffect::unloadVolatile()
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void ShaderEffect::unloadVolatile()
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{
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{
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if (current == this)
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glUseProgram(0);
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if (_program != 0)
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if (_program != 0)
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glDeleteProgram(_program);
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glDeleteProgram(_program);
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_program = 0;
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}
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}
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std::string ShaderEffect::getGLSLVersion()
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std::string ShaderEffect::getGLSLVersion()
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@@ -232,13 +251,17 @@ std::string ShaderEffect::getWarnings() const
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void ShaderEffect::attach()
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void ShaderEffect::attach()
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{
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{
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glUseProgram(_program);
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if (current != this)
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glUseProgram(_program);
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current = this;
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current = this;
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}
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}
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void ShaderEffect::detach()
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void ShaderEffect::detach()
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{
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{
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glUseProgram(0);
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if (current != NULL)
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glUseProgram(0);
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current = NULL;
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current = NULL;
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}
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}
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@@ -72,9 +72,9 @@ private:
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std::map<std::string, GLint> _uniforms;
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std::map<std::string, GLint> _uniforms;
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// texture unit pool for setting images
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// texture unit pool for setting images
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static GLint _current_texture_unit;
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static GLint _max_texture_units;
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std::map<std::string, GLint> _texture_unit_pool;
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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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GLint getTextureUnit(const std::string &name);
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void sendTexture(const std::string &name, GLuint texture);
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void sendTexture(const std::string &name, GLuint texture);
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