mirror of
https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
misc cleanup
This commit is contained in:
@@ -64,8 +64,9 @@ ShaderEffect::ShaderEffect(const std::string &vertcode, const std::string &fragc
|
||||
, _vertcode(vertcode)
|
||||
, _fragcode(fragcode)
|
||||
{
|
||||
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &_max_texture_units);
|
||||
_max_texture_units = std::max(_max_texture_units - 1, 0);
|
||||
GLint maxtextureunits;
|
||||
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits);
|
||||
_max_texture_units = std::max(maxtextureunits - 1, 0);
|
||||
|
||||
// initialize global texture id counters if needed
|
||||
if (_texture_id_counters.size() < (size_t) _max_texture_units)
|
||||
@@ -179,14 +180,14 @@ bool ShaderEffect::loadVolatile()
|
||||
}
|
||||
catch (love::Exception &e)
|
||||
{
|
||||
std::vector<GLuint>::iterator it;
|
||||
std::vector<GLuint>::const_iterator it;
|
||||
for (it = shaders.begin(); it != shaders.end(); ++it)
|
||||
glDeleteShader(*it);
|
||||
|
||||
throw;
|
||||
}
|
||||
|
||||
std::vector<GLuint>::iterator it;
|
||||
std::vector<GLuint>::const_iterator it;
|
||||
for (it = shaders.begin(); it != shaders.end(); ++it)
|
||||
glDeleteShader(*it);
|
||||
|
||||
@@ -212,8 +213,10 @@ void ShaderEffect::unloadVolatile()
|
||||
// decrement global texture id counters for texture units which had textures bound from this shader
|
||||
for (size_t i = 0; i < _texture_id_list.size(); ++i)
|
||||
{
|
||||
if (_texture_id_list[i] != 0)
|
||||
_texture_id_counters[i] = std::max(_texture_id_counters[i] - 1, 0);
|
||||
if (_texture_id_list[i] == 0)
|
||||
continue;
|
||||
|
||||
_texture_id_counters[i] = std::max(_texture_id_counters[i] - 1, 0);
|
||||
}
|
||||
|
||||
// texture list is probably invalid, clear it
|
||||
@@ -271,15 +274,14 @@ void ShaderEffect::attach(bool temporary)
|
||||
|
||||
if (!temporary)
|
||||
{
|
||||
// make sure all sent textures are properly bound to their respective TIUs
|
||||
// note: list potentially contains textureids of deleted/invalid textures!
|
||||
// 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 < _texture_id_list.size(); ++i)
|
||||
{
|
||||
if (_texture_id_list[i] != 0)
|
||||
{
|
||||
GLenum textureunit = GL_TEXTURE0 + i + 1;
|
||||
bindTextureToUnit(_texture_id_list[i], textureunit, false);
|
||||
}
|
||||
if (_texture_id_list[i] == 0)
|
||||
continue;
|
||||
|
||||
bindTextureToUnit(_texture_id_list[i], GL_TEXTURE0 + i + 1, false);
|
||||
}
|
||||
setActiveTextureUnit(GL_TEXTURE0);
|
||||
}
|
||||
@@ -416,12 +418,14 @@ GLint ShaderEffect::getTextureUnit(const std::string &name)
|
||||
|
||||
// prefer texture units which are unused by all other shaders
|
||||
std::vector<int>::iterator nextfreeunit = std::find(_texture_id_counters.begin(), _texture_id_counters.end(), 0);
|
||||
|
||||
if (nextfreeunit != _texture_id_counters.end())
|
||||
nextunitindex = std::distance(_texture_id_counters.begin(), nextfreeunit) + 1; // we don't want to use unit 0
|
||||
else
|
||||
{
|
||||
// no completely unused texture units exist, try to use next free slot in our own list
|
||||
std::vector<GLuint>::iterator nexttexunit = std::find(_texture_id_list.begin(), _texture_id_list.end(), 0);
|
||||
|
||||
if (nexttexunit == _texture_id_list.end())
|
||||
throw love::Exception("No more texture units available for shader.");
|
||||
|
||||
|
||||
Reference in New Issue
Block a user