466 lines
16 KiB
C++
Executable File
466 lines
16 KiB
C++
Executable File
// Filename: glShaderContext_src.cxx
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// Created by: jyelon (01Sep05)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#ifdef HAVE_CG
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#include "Cg/cgGL.h"
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#endif
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#include "pStatTimer.h"
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#define DEBUG_GL_SHADER 0
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TypeHandle CLP(ShaderContext)::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::Constructor
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// Access: Public
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// Description: xyz
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////////////////////////////////////////////////////////////////////
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CLP(ShaderContext)::
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CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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#ifdef HAVE_CG
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if (s->get_header() == "//Cg") {
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// Ask the shader to compile itself for us and
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// to give us the resulting Cg program objects.
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if (!s->cg_compile_for(gsg->_shader_caps,
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_cg_context,
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_cg_vprogram,
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_cg_fprogram,
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_cg_gprogram, // CG2 CHANGE
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_cg_parameter_map)) {
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return;
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}
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// Load the program.
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cgGLLoadProgram(_cg_vprogram);
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CGerror verror = cgGetError();
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if (verror != CG_NO_ERROR) {
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const char *str = (const char *)GLP(GetString)(GL_PROGRAM_ERROR_STRING_ARB);
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GLCAT.error() << "Could not load Cg vertex program:" << s->get_filename() << " (" <<
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cgGetProfileString(cgGetProgramProfile(_cg_vprogram)) << " " << str << ")\n";
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release_resources();
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}
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cgGLLoadProgram(_cg_fprogram);
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CGerror ferror = cgGetError();
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if (ferror != CG_NO_ERROR) {
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const char *str = (const char *)GLP(GetString)(GL_PROGRAM_ERROR_STRING_ARB);
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GLCAT.error() << "Could not load Cg fragment program:" << s->get_filename() << " (" <<
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cgGetProfileString(cgGetProgramProfile(_cg_fprogram)) << " " << str << ")\n";
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release_resources();
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}
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if (glGetError() != GL_NO_ERROR) {
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GLCAT.error() << "GL error in ShaderContext constructor\n";
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}
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// BEGIN CG2 CHANGE
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if (_cg_gprogram != 0)
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{
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cgGLLoadProgram(_cg_gprogram);
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if (GLCAT.is_debug()) {
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GLCAT.debug()
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<< "Loaded geom prog: " << _cg_gprogram << "\n";
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}
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CGerror gerror = cgGetError();
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if (gerror != CG_NO_ERROR) {
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const char *str = (const char *)GLP(GetString)(GL_PROGRAM_ERROR_STRING_ARB);
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GLCAT.error() << "Could not load Cg geometry program:" << s->get_filename() << " (" <<
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cgGetProfileString(cgGetProgramProfile(_cg_gprogram)) << " " << str << ")\n";
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release_resources();
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}
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if (glGetError() != GL_NO_ERROR) {
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GLCAT.error() << "GL error in ShaderContext constructor\n";
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}
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}
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// END CG2 CHANGE
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::Destructor
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// Access: Public
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// Description: xyz
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////////////////////////////////////////////////////////////////////
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CLP(ShaderContext)::
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~CLP(ShaderContext)() {
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release_resources();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::release_resources
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// Access: Public
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// Description: Should deallocate all system resources (such as
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// vertex program handles or Cg contexts).
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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release_resources() {
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#ifdef HAVE_CG
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if (_cg_context) {
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cgDestroyContext(_cg_context);
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_cg_context = 0;
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_cg_vprogram = 0;
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_cg_fprogram = 0;
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_cg_gprogram = 0; // CG2 CHANGE
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_cg_parameter_map.clear();
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}
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if (glGetError() != GL_NO_ERROR) {
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GLCAT.error() << "GL error in ShaderContext destructor\n";
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::bind
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// Access: Public
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// Description: This function is to be called to enable a new
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// shader. It also initializes all of the shader's
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// input parameters.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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bind(GSG *gsg) {
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#ifdef HAVE_CG
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if (_cg_context != 0) {
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// Pass in k-parameters and transform-parameters
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issue_parameters(gsg, Shader::SSD_general);
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// Bind the shaders.
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cgGLEnableProfile(cgGetProgramProfile(_cg_vprogram));
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cgGLBindProgram(_cg_vprogram);
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cgGLEnableProfile(cgGetProgramProfile(_cg_fprogram));
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cgGLBindProgram(_cg_fprogram);
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// BEGIN CG2 CHANGE
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if (_cg_gprogram != 0)
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{
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cgGLEnableProfile(cgGetProgramProfile(_cg_gprogram));
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cgGLBindProgram(_cg_gprogram);
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}
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// END CG2 CHANGE
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cg_report_errors();
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if (glGetError() != GL_NO_ERROR) {
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GLCAT.error() << "GL error in ShaderContext::bind\n";
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}
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::unbind
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// Access: Public
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// Description: This function disables a currently-bound shader.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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unbind() {
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#ifdef HAVE_CG
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if (_cg_context != 0) {
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cgGLDisableProfile(cgGetProgramProfile(_cg_vprogram));
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cgGLDisableProfile(cgGetProgramProfile(_cg_fprogram));
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// BEGIN CG2 CHANGE
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if (_cg_gprogram != 0)
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{
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cgGLDisableProfile(cgGetProgramProfile(_cg_gprogram));
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}
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// END CG2 CHANGE
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cg_report_errors();
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if (glGetError() != GL_NO_ERROR) {
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GLCAT.error() << "GL error in ShaderContext::unbind\n";
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}
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::issue_parameters
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// Access: Public
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// Description: This function gets called whenever the RenderState
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// or TransformState has changed, but the Shader
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// itself has not changed. It loads new values into the
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// shader's parameters.
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//
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// If "altered" is false, that means you promise that
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// the parameters for this shader context have already
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// been issued once, and that since the last time the
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// parameters were issued, no part of the render
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// state has changed except the external and internal
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// transforms.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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issue_parameters(GSG *gsg, int altered) {
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#ifdef HAVE_CG
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PStatTimer timer(gsg->_draw_set_state_shader_parameters_pcollector);
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if (_cg_context == 0) {
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return;
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}
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for (int i=0; i<(int)_shader->_mat_spec.size(); i++) {
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if (altered & (_shader->_mat_spec[i]._dep[0] | _shader->_mat_spec[i]._dep[1])) {
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CGparameter p = _cg_parameter_map[_shader->_mat_spec[i]._id._seqno];
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const LMatrix4f *val = gsg->fetch_specified_value(_shader->_mat_spec[i], altered);
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if (val) {
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const float *data = val->get_data();
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switch (_shader->_mat_spec[i]._piece) {
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case Shader::SMP_whole: cgGLSetMatrixParameterfc(p, data); break;
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case Shader::SMP_transpose: cgGLSetMatrixParameterfr(p, data); break;
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case Shader::SMP_row0: cgGLSetParameter4fv(p, data+ 0); break;
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case Shader::SMP_row1: cgGLSetParameter4fv(p, data+ 4); break;
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case Shader::SMP_row2: cgGLSetParameter4fv(p, data+ 8); break;
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case Shader::SMP_row3: cgGLSetParameter4fv(p, data+12); break;
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case Shader::SMP_col0: cgGLSetParameter4f(p, data[0], data[4], data[ 8], data[12]); break;
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case Shader::SMP_col1: cgGLSetParameter4f(p, data[1], data[5], data[ 9], data[13]); break;
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case Shader::SMP_col2: cgGLSetParameter4f(p, data[2], data[6], data[10], data[14]); break;
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case Shader::SMP_col3: cgGLSetParameter4f(p, data[3], data[7], data[11], data[15]); break;
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}
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}
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}
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}
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cg_report_errors();
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if (glGetError() != GL_NO_ERROR) {
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GLCAT.error() << "GL error in ShaderContext::issue_parameters\n";
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::disable_shader_vertex_arrays
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// Access: Public
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// Description: Disable all the vertex arrays used by this shader.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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disable_shader_vertex_arrays(GSG *gsg) {
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#ifdef HAVE_CG
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if (_cg_context == 0) {
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return;
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}
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for (int i=0; i<(int)_shader->_var_spec.size(); i++) {
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CGparameter p = _cg_parameter_map[_shader->_var_spec[i]._id._seqno];
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if (p == 0) continue;
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cgGLDisableClientState(p);
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}
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cg_report_errors();
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if (glGetError() != GL_NO_ERROR) {
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GLCAT.error() << "GL error in ShaderContext::disable_shader_vertex_arrays\n";
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::update_shader_vertex_arrays
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// Access: Public
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// Description: Disables all vertex arrays used by the previous
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// shader, then enables all the vertex arrays needed
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// by this shader. Extracts the relevant vertex array
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// data from the gsg.
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// The current implementation is inefficient, because
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// it may unnecessarily disable arrays then immediately
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// reenable them. We may optimize this someday.
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////////////////////////////////////////////////////////////////////
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bool CLP(ShaderContext)::
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update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg,
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bool force) {
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if (prev) prev->disable_shader_vertex_arrays(gsg);
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#ifdef HAVE_CG
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if (_cg_context == 0) {
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return true;
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}
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cg_report_errors();
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#ifdef SUPPORT_IMMEDIATE_MODE
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if (gsg->_use_sender) {
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GLCAT.error() << "immediate mode shaders not implemented yet\n";
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} else
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#endif // SUPPORT_IMMEDIATE_MODE
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{
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const GeomVertexArrayDataHandle *array_reader;
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Geom::NumericType numeric_type;
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int start, stride, num_values;
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int nvarying = _shader->_var_spec.size();
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for (int i=0; i<nvarying; i++) {
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CGparameter p = _cg_parameter_map[_shader->_var_spec[i]._id._seqno];
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if (p == 0) continue;
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InternalName *name = _shader->_var_spec[i]._name;
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int texslot = _shader->_var_spec[i]._append_uv;
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if (texslot >= 0 && texslot < gsg->_state_texture->get_num_on_stages()) {
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TextureStage *stage = gsg->_state_texture->get_on_stage(texslot);
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InternalName *texname = stage->get_texcoord_name();
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if (name == InternalName::get_texcoord()) {
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name = texname;
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} else if (texname != InternalName::get_texcoord()) {
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name = name->append(texname->get_basename());
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}
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}
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if (gsg->_data_reader->get_array_info(name,
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array_reader, num_values, numeric_type,
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start, stride)) {
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const unsigned char *client_pointer;
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if (!gsg->setup_array_data(client_pointer, array_reader, force)) {
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return false;
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}
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cgGLSetParameterPointer(p,
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num_values, gsg->get_numeric_type(numeric_type),
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stride, client_pointer + start);
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cgGLEnableClientState(p);
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} else {
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cgGLDisableClientState(p);
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}
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}
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}
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cg_report_errors();
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if (glGetError() != GL_NO_ERROR) {
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GLCAT.error() << "GL error in ShaderContext::update_shader_vertex_arrays\n";
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}
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#endif // HAVE_CG
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::disable_shader_texture_bindings
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// Access: Public
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// Description: Disable all the texture bindings used by this shader.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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disable_shader_texture_bindings(GSG *gsg) {
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#ifdef HAVE_CG
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if (_cg_context == 0) {
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return;
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}
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for (int i=0; i<(int)_shader->_tex_spec.size(); i++) {
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CGparameter p = _cg_parameter_map[_shader->_tex_spec[i]._id._seqno];
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if (p == 0) continue;
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int texunit = cgGetParameterResourceIndex(p);
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gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
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GLP(Disable)(GL_TEXTURE_1D);
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GLP(Disable)(GL_TEXTURE_2D);
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if (gsg->_supports_3d_texture) {
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GLP(Disable)(GL_TEXTURE_3D);
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}
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if (gsg->_supports_cube_map) {
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GLP(Disable)(GL_TEXTURE_CUBE_MAP);
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}
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// This is probably faster - but maybe not as safe?
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// cgGLDisableTextureParameter(p);
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}
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cg_report_errors();
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if (glGetError() != GL_NO_ERROR) {
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GLCAT.error() << "GL error in ShaderContext::disable_shader_texture_bindings\n";
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::update_shader_texture_bindings
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// Access: Public
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// Description: Disables all texture bindings used by the previous
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// shader, then enables all the texture bindings needed
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// by this shader. Extracts the relevant vertex array
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// data from the gsg.
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// The current implementation is inefficient, because
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// it may unnecessarily disable textures then immediately
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// reenable them. We may optimize this someday.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg) {
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if (prev) {
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prev->disable_shader_texture_bindings(gsg);
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}
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#ifdef HAVE_CG
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if (_cg_context == 0) {
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return;
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}
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// We get the TextureAttrib directly from the _target_rs, not the
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// filtered TextureAttrib in _target_texture.
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const TextureAttrib *texattrib = DCAST(TextureAttrib, gsg->_target_rs->get_attrib_def(TextureAttrib::get_class_slot()));
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nassertv(texattrib != (TextureAttrib *)NULL);
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for (int i = 0; i < (int)_shader->_tex_spec.size(); ++i) {
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CGparameter p = _cg_parameter_map[_shader->_tex_spec[i]._id._seqno];
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if (p == 0) {
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continue;
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}
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Texture *tex = 0;
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InternalName *id = _shader->_tex_spec[i]._name;
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if (id != 0) {
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const ShaderInput *input = gsg->_target_shader->get_shader_input(id);
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tex = input->get_texture();
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} else {
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if (_shader->_tex_spec[i]._stage >= texattrib->get_num_on_stages()) {
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continue;
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}
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TextureStage *stage = texattrib->get_on_stage(_shader->_tex_spec[i]._stage);
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tex = texattrib->get_on_texture(stage);
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}
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if (_shader->_tex_spec[i]._suffix != 0) {
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// The suffix feature is inefficient. It is a temporary hack.
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if (tex == 0) {
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continue;
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}
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tex = tex->load_related(_shader->_tex_spec[i]._suffix);
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}
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if ((tex == 0) || (tex->get_texture_type() != _shader->_tex_spec[i]._desired_type)) {
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continue;
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}
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TextureContext *tc = tex->prepare_now(gsg->_prepared_objects, gsg);
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if (tc == (TextureContext*)NULL) {
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continue;
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}
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int texunit = cgGetParameterResourceIndex(p);
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gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
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GLenum target = gsg->get_texture_target(tex->get_texture_type());
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if (target == GL_NONE) {
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// Unsupported texture mode.
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continue;
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}
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GLP(Enable)(target);
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gsg->apply_texture(tc);
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if (!gsg->update_texture(tc, false)) {
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GLP(Disable)(target);
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continue;
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}
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}
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cg_report_errors();
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if (glGetError() != GL_NO_ERROR) {
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GLCAT.error() << "GL error in ShaderContext::update_shader_texture_bindings\n";
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::cg_report_errors
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// Access: Public
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// Description: Report any Cg errors that were not previously caught.
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////////////////////////////////////////////////////////////////////
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#ifdef HAVE_CG
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void CLP(ShaderContext)::
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cg_report_errors() {
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CGerror err = cgGetError();
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if (err != CG_NO_ERROR) {
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GLCAT.error() << _shader->get_filename() << " " << cgGetErrorString(err) << "\n";
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}
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}
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#endif
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