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Remove existing shader when no longer required
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5ad297e6ff
commit
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2 changed files with 21 additions and 0 deletions
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@ -294,7 +294,10 @@ namespace Shader
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void ShaderVisitor::createProgram(const ShaderRequirements &reqs)
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void ShaderVisitor::createProgram(const ShaderRequirements &reqs)
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{
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{
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if (!reqs.mShaderRequired && !mForceShaders)
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if (!reqs.mShaderRequired && !mForceShaders)
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{
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ensureFFP(*reqs.mNode);
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return;
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return;
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}
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osg::Node& node = *reqs.mNode;
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osg::Node& node = *reqs.mNode;
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osg::StateSet* writableStateSet = nullptr;
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osg::StateSet* writableStateSet = nullptr;
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@ -333,6 +336,19 @@ namespace Shader
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}
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}
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}
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}
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void ShaderVisitor::ensureFFP(osg::Node& node)
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{
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if (!node.getStateSet() || !node.getStateSet()->getAttribute(osg::StateAttribute::PROGRAM))
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return;
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osg::StateSet* writableStateSet = nullptr;
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if (mAllowedToModifyStateSets)
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writableStateSet = node.getStateSet();
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else
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writableStateSet = getWritableStateSet(node);
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writableStateSet->removeAttribute(osg::StateAttribute::PROGRAM);
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}
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bool ShaderVisitor::adjustGeometry(osg::Geometry& sourceGeometry, const ShaderRequirements& reqs)
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bool ShaderVisitor::adjustGeometry(osg::Geometry& sourceGeometry, const ShaderRequirements& reqs)
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{
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{
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bool useShader = reqs.mShaderRequired || mForceShaders;
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bool useShader = reqs.mShaderRequired || mForceShaders;
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@ -380,6 +396,8 @@ namespace Shader
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createProgram(reqs);
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createProgram(reqs);
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}
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}
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else
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ensureFFP(geometry);
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if (needPop)
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if (needPop)
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popRequirements();
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popRequirements();
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@ -414,6 +432,8 @@ namespace Shader
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morph->setSourceGeometry(sourceGeometry);
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morph->setSourceGeometry(sourceGeometry);
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}
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}
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}
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}
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else
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ensureFFP(drawable);
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if (needPop)
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if (needPop)
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popRequirements();
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popRequirements();
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@ -94,6 +94,7 @@ namespace Shader
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std::string mDefaultFsTemplate;
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std::string mDefaultFsTemplate;
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void createProgram(const ShaderRequirements& reqs);
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void createProgram(const ShaderRequirements& reqs);
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void ensureFFP(osg::Node& node);
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bool adjustGeometry(osg::Geometry& sourceGeometry, const ShaderRequirements& reqs);
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bool adjustGeometry(osg::Geometry& sourceGeometry, const ShaderRequirements& reqs);
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};
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};
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