mirror of
https://github.com/love2d/love.git
synced 2026-08-12 08:30:56 +02:00
made ShaderEffects individully handle texture units for sent images/canvases, added GL helper function for quickly binding a texture to a specific texture unit, hopefully made ShaderEffects load and unload volatile better
This commit is contained in:
@@ -30,7 +30,6 @@
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#include "common/math.h"
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#include "common/Matrix.h"
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#include "OpenGL.h"
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#include "GLee.h"
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namespace love
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{
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@@ -57,10 +57,27 @@ void initializeContext()
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textureUnits.resize(maxtextureunits, 0);
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GLenum activeTextureUnit;
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glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *)&activeTextureUnit);
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GLenum activetextureunit;
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glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *)&activetextureunit);
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curTextureUnitIndex = activeTextureUnit - GL_TEXTURE0;
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curTextureUnitIndex = activetextureunit - GL_TEXTURE0;
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GLuint boundtexture;
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for (size_t i = 0; i < textureUnits.size(); ++i)
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{
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if (GLEE_VERSION_1_3)
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glActiveTexture(GL_TEXTURE0 + i);
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else
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glActiveTextureARB(GL_TEXTURE0 + i);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &boundtexture);
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textureUnits[i] = boundtexture;
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}
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if (GLEE_VERSION_1_3)
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glActiveTexture(activetextureunit);
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else
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glActiveTextureARB(activetextureunit);
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}
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else
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{
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@@ -108,6 +125,28 @@ void bindTexture(GLuint texture)
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}
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}
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void bindTextureToUnit(GLuint texture, GLenum textureunit, bool restoreprev)
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{
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initializeContext();
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int textureunitindex = textureunit - GL_TEXTURE0;
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if (textureunitindex < 0 || (size_t) textureunitindex >= textureUnits.size())
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throw love::Exception("Invalid texture unit index.");
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if (texture != textureUnits[textureunitindex] || texture == 0)
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{
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int oldtexunitindex = curTextureUnitIndex;
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setActiveTextureUnit(textureunit);
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textureUnits[textureunitindex] = texture;
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glBindTexture(GL_TEXTURE_2D, texture);
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if (restoreprev)
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setActiveTextureUnit(GL_TEXTURE0 + oldtexunitindex);
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}
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}
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void deleteTexture(GLuint texture)
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{
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initializeContext();
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@@ -47,6 +47,14 @@ void setActiveTextureUnit(GLenum textureunit);
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**/
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void bindTexture(GLuint texture);
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/**
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* Helper for binding a texture to a specific texture unit
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* @param texture The texture to bind
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* @param textureunit The texture unit to switch to
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* @param resoreprev Restore previous texture unit when done
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**/
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void bindTextureToUnit(GLuint texture, GLenum textureunit, bool restoreprev);
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/**
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* Helper for deleting an OpenGL texture.
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* Cleans up if the texture is currently bound.
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@@ -31,7 +31,7 @@ struct TemporaryAttacher
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: cureffect(sp)
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, preveffect(love::graphics::opengl::ShaderEffect::current)
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{
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cureffect->attach();
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cureffect->attach(true);
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}
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~TemporaryAttacher()
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@@ -76,20 +76,6 @@ ShaderEffect::~ShaderEffect()
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unloadVolatile();
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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 for shaders");
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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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@@ -166,6 +152,10 @@ void ShaderEffect::createProgram(const std::vector<GLuint> &shaders)
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bool ShaderEffect::loadVolatile()
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{
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// zero out texture id list
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_texture_id_list.resize(_max_texture_units - 1, 0);
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_texture_id_list.insert(_texture_id_list.begin(), _max_texture_units-1, 0);
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std::vector<GLuint> shaders;
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if (_vertcode.length() > 0)
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@@ -195,7 +185,10 @@ bool ShaderEffect::loadVolatile()
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glDeleteShader(*it);
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if (current == this)
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glUseProgram(_program);
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{
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current = NULL; // make sure glUseProgram gets called
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attach();
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}
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return true;
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}
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@@ -209,6 +202,13 @@ void ShaderEffect::unloadVolatile()
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glDeleteProgram(_program);
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_program = 0;
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// texture list is probably invalid, clear it
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_texture_id_list.clear();
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_texture_id_list.insert(_texture_id_list.begin(), _max_texture_units-1, 0);
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// same with uniform location list
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_uniforms.clear();
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}
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std::string ShaderEffect::getGLSLVersion()
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@@ -249,12 +249,27 @@ std::string ShaderEffect::getWarnings() const
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return warnings;
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}
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void ShaderEffect::attach()
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void ShaderEffect::attach(bool temporary)
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{
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if (current != this)
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glUseProgram(_program);
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current = this;
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if (!temporary)
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{
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// make sure all sent textures are properly bound to their respective TIUs
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// note: list potentially contains textureids of deleted/invalid textures!
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for (size_t i = 0; i < _texture_id_list.size(); ++i)
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{
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if (_texture_id_list[i] != 0)
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{
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GLenum textureunit = GL_TEXTURE0 + i + 1;
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bindTextureToUnit(_texture_id_list[i], textureunit, false);
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}
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}
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setActiveTextureUnit(GL_TEXTURE0);
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}
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}
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void ShaderEffect::detach()
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@@ -329,16 +344,18 @@ void ShaderEffect::sendTexture(const std::string &name, GLuint texture)
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{
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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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setActiveTextureUnit(GL_TEXTURE0 + texture_unit);
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bindTexture(texture);
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// bind texture to assigned texture unit and send uniform to bound shader program
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bindTextureToUnit(texture, GL_TEXTURE0 + texture_unit, false);
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glUniform1i(location, texture_unit);
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// reset texture unit
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setActiveTextureUnit(GL_TEXTURE0);
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// store texture id so it can be re-bound to the proper texture unit when necessary
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_texture_id_list[texture_unit-1] = texture;
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// throw error if needed
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checkSetUniformError();
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}
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@@ -371,6 +388,29 @@ GLint ShaderEffect::getUniformLocation(const std::string &name)
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return location;
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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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// prefer texture units which are unused by all other shaders
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int nextunitindex = ++_current_texture_unit % _max_texture_units;
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if (nextunitindex == 0)
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{
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// no completely unused texture units, try to use next free slot in our own list
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std::vector<GLuint>::iterator nexttexunit = std::find(_texture_id_list.begin(), _texture_id_list.end(), 0);
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if (nexttexunit == _texture_id_list.end())
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throw love::Exception("No more texture units available for shader.");
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nextunitindex = std::distance(_texture_id_list.begin(), nexttexunit) + 1; // we don't want to use unit 0
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}
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_texture_unit_pool[name] = nextunitindex;
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return nextunitindex;
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}
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void ShaderEffect::checkSetUniformError()
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{
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GLenum error_code = glGetError();
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@@ -35,7 +35,7 @@ namespace graphics
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{
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namespace opengl
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{
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// A fragment shader
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// A GLSL shader
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class ShaderEffect : public Object, public Volatile
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{
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public:
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@@ -46,7 +46,7 @@ public:
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virtual bool loadVolatile();
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virtual void unloadVolatile();
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void attach();
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void attach(bool temporary = false);
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static void detach();
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static std::string getGLSLVersion();
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@@ -75,7 +75,9 @@ private:
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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::vector<GLuint> _texture_id_list;
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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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