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detach shaders automatically after linking
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4fec86a354
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@ -609,10 +609,6 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pPrimitiveProgram->AddShader(&PrimitiveFragmentShader);
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m_pPrimitiveProgram->LinkProgram();
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//detach shader, they are not needed anymore after linking
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m_pPrimitiveProgram->DetachShader(&PrimitiveVertexShader);
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m_pPrimitiveProgram->DetachShader(&PrimitiveFragmentShader);
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m_pPrimitiveProgram->UseProgram();
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m_pPrimitiveProgram->m_LocPos = m_pPrimitiveProgram->GetUniformLoc("Pos");
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@ -630,10 +626,6 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pTileProgram->AddShader(&FragmentShader);
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m_pTileProgram->LinkProgram();
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//detach shader, they are not needed anymore after linking
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m_pTileProgram->DetachShader(&VertexShader);
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m_pTileProgram->DetachShader(&FragmentShader);
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m_pTileProgram->UseProgram();
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m_pTileProgram->m_LocPos = m_pTileProgram->GetUniformLoc("Pos");
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@ -653,10 +645,6 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pTileProgramTextured->AddShader(&FragmentShader);
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m_pTileProgramTextured->LinkProgram();
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//detach shader, they are not needed anymore after linking
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m_pTileProgramTextured->DetachShader(&VertexShader);
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m_pTileProgramTextured->DetachShader(&FragmentShader);
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m_pTileProgramTextured->UseProgram();
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m_pTileProgramTextured->m_LocPos = m_pTileProgramTextured->GetUniformLoc("Pos");
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@ -676,10 +664,6 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pBorderTileProgram->AddShader(&FragmentShader);
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m_pBorderTileProgram->LinkProgram();
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//detach shader, they are not needed anymore after linking
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m_pBorderTileProgram->DetachShader(&VertexShader);
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m_pBorderTileProgram->DetachShader(&FragmentShader);
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m_pBorderTileProgram->UseProgram();
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m_pBorderTileProgram->m_LocPos = m_pBorderTileProgram->GetUniformLoc("Pos");
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@ -702,10 +686,6 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pBorderTileProgramTextured->AddShader(&FragmentShader);
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m_pBorderTileProgramTextured->LinkProgram();
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//detach shader, they are not needed anymore after linking
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m_pBorderTileProgramTextured->DetachShader(&VertexShader);
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m_pBorderTileProgramTextured->DetachShader(&FragmentShader);
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m_pBorderTileProgramTextured->UseProgram();
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m_pBorderTileProgramTextured->m_LocPos = m_pBorderTileProgramTextured->GetUniformLoc("Pos");
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@ -728,10 +708,6 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pBorderTileLineProgram->AddShader(&FragmentShader);
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m_pBorderTileLineProgram->LinkProgram();
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//detach shader, they are not needed anymore after linking
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m_pBorderTileLineProgram->DetachShader(&VertexShader);
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m_pBorderTileLineProgram->DetachShader(&FragmentShader);
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m_pBorderTileLineProgram->UseProgram();
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m_pBorderTileLineProgram->m_LocPos = m_pBorderTileLineProgram->GetUniformLoc("Pos");
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@ -752,10 +728,6 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pBorderTileLineProgramTextured->AddShader(&FragmentShader);
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m_pBorderTileLineProgramTextured->LinkProgram();
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//detach shader, they are not needed anymore after linking
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m_pBorderTileLineProgramTextured->DetachShader(&VertexShader);
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m_pBorderTileLineProgramTextured->DetachShader(&FragmentShader);
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m_pBorderTileLineProgramTextured->UseProgram();
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m_pBorderTileLineProgramTextured->m_LocPos = m_pBorderTileLineProgramTextured->GetUniformLoc("Pos");
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@ -805,16 +777,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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void CCommandProcessorFragment_OpenGL3_3::Cmd_Shutdown(const SCommand_Shutdown *pCommand)
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{
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//clean up everything
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m_pPrimitiveProgram->DeleteProgram();
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//m_QuadProgram->DeleteProgram();
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m_pTileProgram->DeleteProgram();
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m_pTileProgramTextured->DeleteProgram();
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m_pBorderTileProgram->DeleteProgram();
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m_pBorderTileProgramTextured->DeleteProgram();
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m_pBorderTileLineProgram->DeleteProgram();
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m_pBorderTileLineProgramTextured->DeleteProgram();
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//clean up everything
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delete m_pPrimitiveProgram;
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//delete m_QuadProgram;
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delete m_pTileProgram;
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@ -28,10 +28,15 @@ void CGLSLProgram::DetachShader(CGLSL* pShader)
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{
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if (pShader->IsLoaded())
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{
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glDetachShader(m_ProgramID, pShader->GetShaderID());
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DetachShaderByID(pShader->GetShaderID());
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}
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}
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void CGLSLProgram::DetachShaderByID(GLuint ShaderID)
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{
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glDetachShader(m_ProgramID, ShaderID);
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}
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void CGLSLProgram::LinkProgram()
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{
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glLinkProgram(m_ProgramID);
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@ -47,6 +52,28 @@ void CGLSLProgram::LinkProgram()
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str_format(sFinalMessage, 1536, "Error! Shader program wasn't linked! The linker returned:\n\n%s", sInfoLog);
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dbg_msg("GLSL Program", sFinalMessage);
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}
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//detach all shaders attached to this program
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DetachAllShaders();
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}
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void CGLSLProgram::DetachAllShaders(){
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GLuint aShaders[100];
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GLsizei ReturnedCount = 0;
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while(1)
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{
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glGetAttachedShaders(m_ProgramID, 100, &ReturnedCount, aShaders);
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if(ReturnedCount > 0)
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{
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for(GLsizei i = 0; i < ReturnedCount; ++i)
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{
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DetachShaderByID(aShaders[i]);
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}
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}
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if(ReturnedCount < 100) break;
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}
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}
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void CGLSLProgram::SetUniformVec4(int Loc, int Count, const float* Value)
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@ -16,6 +16,8 @@ public:
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GLuint GetProgramID();
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void DetachShader(CGLSL* pShader);
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void DetachShaderByID(GLuint ShaderID);
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void DetachAllShaders();
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//Support various types
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void SetUniformVec2(int Loc, int Count, const float* Value);
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@ -29,7 +31,7 @@ public:
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int GetUniformLoc(const char* Name);
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CGLSLProgram();
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~CGLSLProgram();
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virtual ~CGLSLProgram();
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protected:
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GLuint m_ProgramID;
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