From Per Fahlberg, "Attached is a fix allowing removal of shaders from a program after it is
first compiled. It will also allow new shaders to be attached after the program is first compiled."
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@@ -203,6 +203,16 @@ class OSG_EXPORT Program : public osg::StateAttribute
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inline GLint getUniformLocation( const std::string& name ) const { ActiveVarInfoMap::const_iterator itr = _uniformInfoMap.find(name); return (itr!=_uniformInfoMap.end()) ? itr->second._location : -1; }
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inline GLint getAttribLocation( const std::string& name ) const { ActiveVarInfoMap::const_iterator itr = _attribInfoMap.find(name); return (itr!=_attribInfoMap.end()) ? itr->second._location : -1; }
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inline void addShaderToAttach(Shader *shader)
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{
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_shadersToAttach.push_back(shader);
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}
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inline void addShaderToDetach(Shader *shader)
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{
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_shadersToDetach.push_back(shader);
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}
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protected: /*methods*/
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~PerContextProgram();
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@@ -225,6 +235,10 @@ class OSG_EXPORT Program : public osg::StateAttribute
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typedef std::pair<const osg::Uniform*, unsigned int> UniformModifiedCountPair;
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typedef std::vector<UniformModifiedCountPair> LastAppliedUniformList;
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mutable LastAppliedUniformList _lastAppliedUniformList;
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typedef std::vector< ref_ptr<Shader> > ShaderList;
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ShaderList _shadersToDetach;
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ShaderList _shadersToAttach;
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private:
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PerContextProgram(); // disallowed
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@@ -247,7 +261,6 @@ class OSG_EXPORT Program : public osg::StateAttribute
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typedef std::vector< ref_ptr<Shader> > ShaderList;
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ShaderList _shaderList;
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private:
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Program& operator=(const Program&); // disallowed
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};
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@@ -99,6 +99,9 @@ class OSG_EXPORT Shader : public osg::Object
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/** For a given GL context, attach a glShader to a glProgram */
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void attachShader(unsigned int contextID, GLuint program) const;
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/** For a given GL context, detach a glShader to a glProgram */
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void detachShader(unsigned int contextID, GLuint program) const;
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/** Query InfoLog from a glShader */
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bool getGlShaderInfoLog(unsigned int contextID, std::string& log) const;
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