From Aurelien Albert, "Recently I had to integrate a client OpenGL library with OSG. For textures and other StateAttribute I've done that by subclassing osg::StateAttribute and this works well.
But for glPrograms, in order to get all osg's uniform management system to work, I had to subclass osg::program::PerContextProgram. Here is a modified version of this class, which add some "virtual" method to allow easy subclassing."
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@@ -205,10 +205,10 @@ int Program::compare(const osg::StateAttribute& sa) const
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if( _numGroupsX < rhs._numGroupsX ) return -1;
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if( rhs._numGroupsX < _numGroupsX ) return 1;
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if( _numGroupsY < rhs._numGroupsY ) return -1;
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if( rhs._numGroupsY < _numGroupsY ) return 1;
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if( _numGroupsZ < rhs._numGroupsZ ) return -1;
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if( rhs._numGroupsZ < _numGroupsZ ) return 1;
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@@ -513,20 +513,29 @@ const Program::UniformBlockMap& Program::getUniformBlocks(unsigned contextID) co
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// PCP is an OSG abstraction of the per-context glProgram
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///////////////////////////////////////////////////////////////////////////
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Program::PerContextProgram::PerContextProgram(const Program* program, unsigned int contextID ) :
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Program::PerContextProgram::PerContextProgram(const Program* program, unsigned int contextID, GLuint programHandle ) :
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osg::Referenced(),
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_loadedBinary(false),
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_contextID( contextID )
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_glProgramHandle(programHandle),
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_contextID( contextID ),
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_ownsProgramHandle(false)
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{
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_program = program;
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_extensions = GL2Extensions::Get( _contextID, true );
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_glProgramHandle = _extensions->glCreateProgram();
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if (_glProgramHandle == 0)
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{
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_glProgramHandle = _extensions->glCreateProgram();
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_ownsProgramHandle = true;
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}
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requestLink();
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}
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Program::PerContextProgram::~PerContextProgram()
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{
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Program::deleteGlProgram( _contextID, _glProgramHandle );
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if (_ownsProgramHandle)
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{
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Program::deleteGlProgram( _contextID, _glProgramHandle );
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}
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}
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@@ -567,7 +576,7 @@ void Program::PerContextProgram::linkProgram(osg::State& state)
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_extensions->glProgramParameteri( _glProgramHandle, GL_GEOMETRY_INPUT_TYPE_EXT, _program->_geometryInputType );
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_extensions->glProgramParameteri( _glProgramHandle, GL_GEOMETRY_OUTPUT_TYPE_EXT, _program->_geometryOutputType );
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}
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// Detach removed shaders
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for( unsigned int i=0; i < _shadersToDetach.size(); ++i )
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{
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@@ -759,7 +768,7 @@ void Program::PerContextProgram::linkProgram(osg::State& state)
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// print atomic counter
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if (_extensions->isShaderAtomicCounterSupported() && !atomicCounterMap.empty())
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if (_extensions->isShaderAtomicCounterSupported() && !atomicCounterMap.empty())
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{
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std::vector<GLint> bufferIndex( atomicCounterMap.size(), 0 );
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std::vector<GLuint> uniformIndex;
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