238 lines
6.9 KiB
C++
238 lines
6.9 KiB
C++
// Filename: shaderPool.cxx
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// Created by: aignacio (Mar06)
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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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#include "shaderPool.h"
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#include "config_util.h"
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#include "config_express.h"
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#include "virtualFileSystem.h"
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#include "loader.h"
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#include "shader.h"
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ShaderPool *ShaderPool::_global_ptr = (ShaderPool *)NULL;
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////////////////////////////////////////////////////////////////////
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// Function: ShaderPool::write
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// Access: Published, Static
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// Description: Lists the contents of the shader pool to the
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// indicated output stream.
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////////////////////////////////////////////////////////////////////
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void ShaderPool::
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write(ostream &out) {
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get_ptr()->ns_list_contents(out);
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderPool::ns_has_shader
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// Access: Private
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// Description: The nonstatic implementation of has_shader().
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////////////////////////////////////////////////////////////////////
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bool ShaderPool::
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ns_has_shader(const Filename &orig_filename) {
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Filename filename;
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resolve_filename(filename, orig_filename);
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LightMutexHolder holder(_lock);
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Shaders::const_iterator ti;
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ti = _shaders.find(filename);
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if (ti != _shaders.end()) {
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// This shader was previously loaded.
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return true;
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}
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return false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderPool::ns_load_shader
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// Access: Private
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// Description: The nonstatic implementation of load_shader().
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////////////////////////////////////////////////////////////////////
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CPT(Shader) ShaderPool::
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ns_load_shader(const Filename &orig_filename) {
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Filename filename;
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resolve_filename(filename, orig_filename);
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{
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LightMutexHolder holder(_lock);
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Shaders::const_iterator ti;
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ti = _shaders.find(filename);
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if (ti != _shaders.end()) {
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// This shader was previously loaded.
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return (*ti).second;
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}
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}
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/*
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shader_cat.info()
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<< "Loading shader " << filename << "\n";
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*/
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CPT(Shader) shader;
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shader = (CPT(Shader)) NULL;
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string extension = filename.get_extension();
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if (extension.empty() || extension == "cg" || extension == "hlsl") {
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// this does nothing for now
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}
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if (shader == (CPT(Shader)) NULL) {
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shader = Shader::load (filename);
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}
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if (shader == (CPT(Shader)) NULL) {
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// This shader was not found or could not be read.
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return NULL;
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}
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{
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LightMutexHolder holder(_lock);
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// Now try again. Someone may have loaded the shader in another
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// thread.
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Shaders::const_iterator ti;
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ti = _shaders.find(filename);
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if (ti != _shaders.end()) {
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// This shader was previously loaded.
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return (*ti).second;
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}
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_shaders[filename] = shader;
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}
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return shader;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderPool::ns_add_shader
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// Access: Private
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// Description: The nonstatic implementation of add_shader().
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////////////////////////////////////////////////////////////////////
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void ShaderPool::
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ns_add_shader(const Filename &orig_filename, Shader *shader) {
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Filename filename;
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resolve_filename(filename, orig_filename);
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LightMutexHolder holder(_lock);
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// We blow away whatever shader was there previously, if any.
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_shaders[filename] = shader;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderPool::ns_release_shader
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// Access: Private
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// Description: The nonstatic implementation of release_shader().
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////////////////////////////////////////////////////////////////////
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void ShaderPool::
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ns_release_shader(const Filename &filename) {
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LightMutexHolder holder(_lock);
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Shaders::iterator ti;
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ti = _shaders.find(filename);
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if (ti != _shaders.end()) {
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_shaders.erase(ti);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderPool::ns_release_all_shaders
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// Access: Private
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// Description: The nonstatic implementation of release_all_shaders().
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////////////////////////////////////////////////////////////////////
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void ShaderPool::
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ns_release_all_shaders() {
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LightMutexHolder holder(_lock);
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_shaders.clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderPool::ns_garbage_collect
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// Access: Private
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// Description: The nonstatic implementation of garbage_collect().
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////////////////////////////////////////////////////////////////////
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int ShaderPool::
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ns_garbage_collect() {
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LightMutexHolder holder(_lock);
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int num_released = 0;
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Shaders new_set;
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Shaders::iterator ti;
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for (ti = _shaders.begin(); ti != _shaders.end(); ++ti) {
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CPT(Shader) shader = (*ti).second;
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if (shader->get_ref_count() == 1) {
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/*
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if (shader_cat.is_debug()) {
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shader_cat.debug()
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<< "Releasing " << (*ti).first << "\n";
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}
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*/
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num_released++;
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} else {
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new_set.insert(new_set.end(), *ti);
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}
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}
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_shaders.swap(new_set);
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return num_released;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderPool::ns_list_contents
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// Access: Private
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// Description: The nonstatic implementation of list_contents().
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////////////////////////////////////////////////////////////////////
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void ShaderPool::
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ns_list_contents(ostream &out) const {
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LightMutexHolder holder(_lock);
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out << _shaders.size() << " shaders:\n";
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Shaders::const_iterator ti;
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for (ti = _shaders.begin(); ti != _shaders.end(); ++ti) {
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CPT(Shader) shader = (*ti).second;
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out << " " << (*ti).first
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<< " (count = " << shader->get_ref_count() << ")\n";
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderPool::resolve_filename
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// Access: Private
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// Description: Searches for the indicated filename along the
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// model path.
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////////////////////////////////////////////////////////////////////
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void ShaderPool::
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resolve_filename(Filename &new_filename, const Filename &orig_filename) {
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new_filename = orig_filename;
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VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
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vfs->resolve_filename(new_filename, get_model_path());
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderPool::get_ptr
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// Access: Private, Static
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// Description: Initializes and/or returns the global pointer to the
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// one ShaderPool object in the system.
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////////////////////////////////////////////////////////////////////
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ShaderPool *ShaderPool::
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get_ptr() {
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if (_global_ptr == (ShaderPool *)NULL) {
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_global_ptr = new ShaderPool;
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}
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return _global_ptr;
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}
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