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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@@ -2100,6 +2100,12 @@ bool Program::addShader( Shader* shader )
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if( shader == _shaderList[i].get() ) return false;
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}
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// Add shader to PCPs
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for( unsigned int cxt=0; cxt < _pcpList.size(); ++cxt )
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{
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if( _pcpList[cxt].valid() ) _pcpList[cxt]->addShaderToAttach( shader );
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}
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shader->addProgramRef( this );
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_shaderList.push_back( shader );
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dirtyProgram();
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@@ -2118,12 +2124,20 @@ bool Program::removeShader( Shader* shader )
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{
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if( shader == itr->get() )
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{
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// Remove shader from PCPs
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for( unsigned int cxt=0; cxt < _pcpList.size(); ++cxt )
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{
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if( _pcpList[cxt].valid() ) _pcpList[cxt]->addShaderToDetach( shader );
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}
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shader->removeProgramRef( this );
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_shaderList.erase(itr);
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dirtyProgram();
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return true;
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}
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}
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return false;
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}
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@@ -2196,9 +2210,10 @@ Program::PerContextProgram* Program::getPCP(unsigned int contextID) const
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// attach all PCSs to this new PCP
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for( unsigned int i=0; i < _shaderList.size(); ++i )
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{
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_shaderList[i]->attachShader( contextID, _pcpList[contextID]->getHandle() );
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_pcpList[contextID]->addShaderToAttach( _shaderList[i].get() );
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}
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}
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return _pcpList[contextID].get();
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}
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@@ -2266,6 +2281,20 @@ void Program::PerContextProgram::linkProgram()
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<< " contextID=" << _contextID
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<< std::endl;
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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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_shadersToDetach[i]->detachShader( _contextID, _glProgramHandle );
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}
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_shadersToDetach.clear();
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// Attach new shaders
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for( unsigned int i=0; i < _shadersToAttach.size(); ++i )
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{
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_shadersToAttach[i]->attachShader( _contextID, _glProgramHandle );
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}
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_shadersToAttach.clear();
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_uniformInfoMap.clear();
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_attribInfoMap.clear();
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_lastAppliedUniformList.clear();
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