Added State::releaseGLObjects() and ShaderComposer::releaseGLObjects() to avoid problems with cleanup of graphics context
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@@ -35,11 +35,12 @@ class OSG_EXPORT ShaderComposer : public osg::Object
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virtual osg::Program* getOrCreateProgram(const ShaderComponents& shaderComponents);
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typedef std::vector< const osg::Shader* > Shaders;
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virtual osg::Shader* composeMain(const Shaders& shaders);
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virtual void addShaderToProgram(Program* program, const Shaders& shaders);
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void releaseGLObjects(osg::State* state);
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protected:
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virtual ~ShaderComposer();
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@@ -218,6 +218,9 @@ class OSG_EXPORT State : public Referenced, public Observer
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/** Copy the modes and attributes which capture the current state.*/
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void captureCurrentState(StateSet& stateset) const;
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/** Release all OpenGL objects associated cached by this osg::State object.*/
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void releaseGLObjects();
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/** reset the state object to an empty stack.*/
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void reset();
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@@ -546,6 +546,10 @@ void GraphicsContext::close(bool callCloseImplementation)
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}
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}
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if (_state.valid())
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{
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_state->releaseGLObjects();
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}
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if (callCloseImplementation && _state.valid() && isRealized())
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{
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@@ -569,8 +573,6 @@ void GraphicsContext::close(bool callCloseImplementation)
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osg::flushAllDeletedGLObjects(_state->getContextID());
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}
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_state->reset();
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releaseContext();
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}
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else
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@@ -37,6 +37,12 @@ ShaderComposer::~ShaderComposer()
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OSG_INFO<<"ShaderComposer::~ShaderComposer() "<<this<<std::endl;
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}
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void ShaderComposer::releaseGLObjects(osg::State* state)
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{
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_programMap.clear();
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_shaderMainMap.clear();
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}
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osg::Program* ShaderComposer::getOrCreateProgram(const ShaderComponents& shaderComponents)
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{
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ProgramMap::iterator itr = _programMap.find(shaderComponents);
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@@ -155,6 +155,57 @@ void State::objectDeleted(void* object)
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}
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}
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void State::releaseGLObjects()
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{
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// release any GL objects held by the shader composer
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_shaderComposer->releaseGLObjects(this);
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// release any StateSet's on the stack
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for(StateSetStack::iterator itr = _stateStateStack.begin();
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itr != _stateStateStack.end();
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++itr)
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{
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(*itr)->releaseGLObjects(this);
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}
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_modeMap.clear();
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_textureModeMapList.clear();
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// release any cached attributes
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for(AttributeMap::iterator aitr = _attributeMap.begin();
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aitr != _attributeMap.end();
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++aitr)
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{
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AttributeStack& as = aitr->second;
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if (as.global_default_attribute.valid())
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{
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as.global_default_attribute->releaseGLObjects(this);
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}
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}
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_attributeMap.clear();
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// release any cached texture attributes
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for(TextureAttributeMapList::iterator itr = _textureAttributeMapList.begin();
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itr != _textureAttributeMapList.end();
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++itr)
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{
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AttributeMap& attributeMap = *itr;
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for(AttributeMap::iterator aitr = attributeMap.begin();
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aitr != attributeMap.end();
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++aitr)
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{
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AttributeStack& as = aitr->second;
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if (as.global_default_attribute.valid())
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{
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as.global_default_attribute->releaseGLObjects(this);
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}
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}
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}
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_textureAttributeMapList.clear();
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}
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void State::reset()
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{
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@@ -911,7 +962,7 @@ void State::initializeExtensionProcs()
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if ( osg::getGLVersionNumber() >= 2.0 || osg::isGLExtensionSupported(_contextID,"GL_ARB_vertex_shader") || OSG_GLES2_FEATURES)
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{
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,&_glMaxTextureUnits);
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if(OSG_GLES2_FEATURES)
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if(OSG_GLES2_FEATURES)
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_glMaxTextureCoords = _glMaxTextureUnits;
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else
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glGetIntegerv(GL_MAX_TEXTURE_COORDS,&_glMaxTextureCoords);
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