示例#1
0
void GSShaderOGL::UseProgram()
{
	if (GLState::dirty_prog) {
		if (!GLLoader::found_GL_ARB_separate_shader_objects) {
			hash_map<uint64, GLuint >::iterator it;
			// Note: shader are integer lookup pointer. They start from 1 and incr
			// every time you create a new shader OR a new program.
			// Note2: vs & gs are precompiled at startup. FGLRX and radeon got value < 128. GS has only 2 programs
			// We migth be able to pack the value in a 32bits int
			// I would need to check the behavior on Nvidia (pause/resume).
			uint64 sel = (uint64)GLState::vs << 40 | (uint64)GLState::gs << 20 | GLState::ps;
			it = m_single_prog.find(sel);
			if (it == m_single_prog.end()) {
				GLState::program = LinkNewProgram();
				m_single_prog[sel] = GLState::program;

				ValidateProgram(GLState::program);

				glUseProgram(GLState::program);
			} else {
				GLuint prog = it->second;
				if (prog != GLState::program) {
					GLState::program = prog;
					glUseProgram(GLState::program);
				}
			}
		}
	}

	GLState::dirty_prog = false;
}
示例#2
0
void GSShaderOGL::UseProgram()
{
	if (GLState::dirty_prog) {
		if (!GLLoader::found_GL_ARB_separate_shader_objects) {
			GLState::dirty_subroutine_vs = true;
			GLState::dirty_subroutine_ps = true;
			GLState::dirty_ressources = true;

			hash_map<uint64, GLuint >::iterator it;
			// Note: shader are integer lookup pointer. They start from 1 and incr
			// every time you create a new shader OR a new program.
			// Note2: vs & gs are precompiled at startup. FGLRX and radeon got value < 128.
			// We migth be able to pack the value in a 32bits int
			// I would need to check the behavior on Nvidia (pause/resume).
			uint64 sel = (uint64)GLState::vs << 40 | (uint64)GLState::gs << 20 | GLState::ps;
			it = m_single_prog.find(sel);
			if (it == m_single_prog.end()) {
				GLState::program = LinkNewProgram();
				m_single_prog[sel] = GLState::program;

				ValidateProgram(GLState::program);

				gl_UseProgram(GLState::program);

				// warning it must be done after the "setup" of the program
				SetupUniform();
			} else {
				GLuint prog = it->second;
				if (prog != GLState::program) {
					GLState::program = prog;
					gl_UseProgram(GLState::program);
				}
			}

		} else {
			ValidatePipeline(m_pipeline);

			SetupUniform();
		}
	}

	SetupRessources();

	SetupSubroutineUniform();

	GLState::dirty_prog = false;
}