Hi Per,

The headers came through inlined, could zip the files up and then reattach them.

Cheers,
Robert.

On Nov 19, 2007 6:56 PM, Per Fahlberg <[EMAIL PROTECTED]> wrote:
> Hi,
>
> Attached is a fix allowing removal of shaders from a program after it is
> first compiled. It will also allow new shaders to be attached after the
> program is first compiled.
> The changes are made from svn revision 7594.
>
> Regards,
> Per
>
>
> /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
>  * Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
>  * Copyright (C) 2004-2005 Nathan Cournia
>  *
>  * This application is open source and may be redistributed and/or modified
>  * freely and without restriction, both in commericial and non commericial
>  * applications, as long as this copyright notice is maintained.
>  *
>  * This application is distributed in the hope that it will be useful,
>  * but WITHOUT ANY WARRANTY; without even the implied warranty of
>  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
> */
>
> /* file:        include/osg/Program
>  * author:      Mike Weiblen 2006-03-25
> */
>
> #ifndef OSG_PROGRAM
> #define OSG_PROGRAM 1
>
> #include <string>
> #include <vector>
> #include <map>
>
> #include <osg/buffered_value>
> #include <osg/ref_ptr>
> #include <osg/Uniform>
> #include <osg/Shader>
> #include <osg/StateAttribute>
>
> namespace osg {
>
> class State;
>
> ///////////////////////////////////////////////////////////////////////////
> /** osg::Program is an application-level abstraction of an OpenGL glProgram.
>   * It is an osg::StateAttribute that, when applied, will activate a
>   * glProgram for subsequent rendering.
>   * osg::Shaders containing the actual shader source code are
>   * attached to a Program, which will then manage the compilation,
>   * linking, and activation of the GLSL program.
>   * osg::Program will automatically manage per-context instancing of the
>   * OpenGL glPrograms, if that is necessary for a particular display
>   * configuration.
>   */
>
> class OSG_EXPORT Program : public osg::StateAttribute
> {
>     public:
>         Program();
>
>         /** Copy constructor using CopyOp to manage deep vs shallow copy.*/
>         Program(const Program& rhs, const osg::CopyOp& 
> copyop=osg::CopyOp::SHALLOW_COPY);
>
>         META_StateAttribute(osg, Program, PROGRAM);
>
>         /** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
>         virtual int compare(const osg::StateAttribute& sa) const;
>
>         /** If enabled, activate our program in the GL pipeline,
>           * performing any rebuild operations that might be pending. */
>         virtual void apply(osg::State& state) const;
>
>         /** Set whether to use a mutex to ensure ref() and unref() are thread 
> safe.*/
>         virtual void setThreadSafeRefUnref(bool threadSafe);
>
>         /** Compile program and associated shaders.*/
>         virtual void compileGLObjects(osg::State& state) const;
>
>         /** Resize any per context GLObject buffers to specified size. */
>         virtual void resizeGLObjectBuffers(unsigned int maxSize);
>
>         /** release OpenGL objects in specified graphics context if State
>             object is passed, otherwise release OpenGL objects for all 
> graphics context if
>             State object pointer NULL.*/
>         virtual void releaseGLObjects(osg::State* state=0) const;
>
>         /** Mark our PCSOs as needing relink */
>         void dirtyProgram();
>
>         /** Attach an osg::Shader to this osg::Program.
>           * Mark Program as needing relink.  Return true for success */
>         bool addShader( Shader* shader );
>
>         unsigned int getNumShaders() const { return _shaderList.size(); }
>
>         Shader* getShader( unsigned int i ) { return _shaderList[i].get(); }
>         const Shader* getShader( unsigned int i ) const { return 
> _shaderList[i].get(); }
>
>         /** Remove osg::Shader from this osg::Program.
>           * Mark Program as needing relink.  Return true for success */
>         bool removeShader( Shader* shader );
>
>         /** Add an attribute location binding. */
>         void addBindAttribLocation( const std::string& name, GLuint index );
>
>         /** Remove an attribute location binding. */
>         void removeBindAttribLocation( const std::string& name );
>
>         /** Add an frag data location binding. See EXT_gpu_shader4 for 
> BindFragDataLocationEXT */
>         void addBindFragDataLocation( const std::string& name, GLuint index );
>
>         /** Remove an frag data location binding. */
>         void removeBindFragDataLocation( const std::string& name );
>
>         typedef std::map<std::string,GLuint> AttribBindingList;
>         typedef std::map<std::string,GLuint> FragDataBindingList;
>
>         const AttribBindingList& getAttribBindingList() const { return 
> _attribBindingList; }
>         const FragDataBindingList& getFragDataBindingList() const { return 
> _fragDataBindingList; }
>
>         /** Return true if this Program represents "fixed-functionality" 
> rendering */
>         bool isFixedFunction() const;
>
>         /** Query InfoLog from a glProgram */
>         bool getGlProgramInfoLog(unsigned int contextID, std::string& log) 
> const;
>
>         /** Mark internal glProgram for deletion.
>           * Deletion requests are queued until they can be executed
>           * in the proper GL context. */
>         static void deleteGlProgram(unsigned int contextID, GLuint program);
>
>         /** flush all the cached glPrograms which need to be deleted
>           * in the OpenGL context related to contextID.*/
>         static void flushDeletedGlPrograms(unsigned int contextID,double 
> currentTime, double& availableTime);
>
>         struct ActiveVarInfo {
>             ActiveVarInfo() : _location(-1), _type(Uniform::UNDEFINED), 
> _size(-1) {}
>             ActiveVarInfo( GLint loc, GLenum type, GLint size ) : 
> _location(loc), _type(type), _size(size) {}
>             GLint _location;
>             GLenum _type;
>             GLint _size;
>         };
>         typedef std::map< std::string, ActiveVarInfo > ActiveVarInfoMap;
>         const ActiveVarInfoMap& getActiveUniforms(unsigned int contextID) 
> const;
>         const ActiveVarInfoMap& getActiveAttribs(unsigned int contextID) 
> const;
>
>     public:
>
>         // make PerContextProgram a friend to allow it access Program's 
> protected
>         // methods and member variables.
>         class PerContextProgram;
>         friend class PerContextProgram;
>
>         /** PerContextProgram (PCP) is an OSG-internal encapsulation of 
> glPrograms per-GL context.  */
>         class OSG_EXPORT PerContextProgram : public osg::Referenced
>         {
>             public:
>
>
>                 PerContextProgram(const Program* program, unsigned int 
> contextID);
>
>                 GLuint getHandle() const {return _glProgramHandle;}
>
>                 void requestLink();
>                 void linkProgram();
>                 bool validateProgram();
>                 bool needsLink() const {return _needsLink;}
>                 bool isLinked() const {return _isLinked;}
>                 bool getInfoLog( std::string& infoLog ) const;
>
>                 void useProgram() const;
>
>                 void resetAppliedUniforms() const
>                 {
>                     for(LastAppliedUniformList::iterator 
> itr=_lastAppliedUniformList.begin();
>                         itr!=_lastAppliedUniformList.end();
>                         ++itr)
>                     {
>                         (*itr).first = 0;
>                         (*itr).second = 0;
>                     }
>                 }
>
>
>                 inline void apply(const Uniform& uniform) const
>                 {
>                     GLint location = getUniformLocation(uniform.getName());
>                     if (location>=0)
>                     {
>                         if ((unsigned 
> int)location>=_lastAppliedUniformList.size()) 
> _lastAppliedUniformList.resize(location+1);
>                         const Uniform* lastAppliedUniform = 
> _lastAppliedUniformList[location].first;
>                         if (lastAppliedUniform != &uniform)
>                         {
>                             // new attribute
>                             uniform.apply(_extensions.get(),location);
>                             _lastAppliedUniformList[location].first = 
> &uniform;
>                             _lastAppliedUniformList[location].second = 
> uniform.getModifiedCount();
>                         }
>                         else if (_lastAppliedUniformList[location].second != 
> uniform.getModifiedCount())
>                         {
>                             // existing attribute has been modified
>                             uniform.apply(_extensions.get(),location);
>                             _lastAppliedUniformList[location].first = 
> &uniform;
>                             _lastAppliedUniformList[location].second = 
> uniform.getModifiedCount();
>                         }
>                     }
>                 }
>
>                 const ActiveVarInfoMap& getActiveUniforms() const {return 
> _uniformInfoMap;}
>                 const ActiveVarInfoMap& getActiveAttribs() const {return 
> _attribInfoMap;}
>
>                 inline GLint getUniformLocation( const std::string& name ) 
> const { ActiveVarInfoMap::const_iterator itr = _uniformInfoMap.find(name); 
> return (itr!=_uniformInfoMap.end()) ? itr->second._location : -1; }
>                 inline GLint getAttribLocation( const std::string& name ) 
> const { ActiveVarInfoMap::const_iterator itr = _attribInfoMap.find(name); 
> return (itr!=_attribInfoMap.end()) ? itr->second._location : -1; }
>
>                 inline void addShaderToAttach(Shader *shader)
>                 {
>                     _shadersToAttach.push_back(shader);
>                 }
>
>                 inline void addShaderToDetach(Shader *shader)
>                 {
>                     _shadersToDetach.push_back(shader);
>                 }
>
>             protected:        /*methods*/
>                 ~PerContextProgram();
>
>             protected:        /*data*/
>                 /** Pointer to our parent Program */
>                 const Program* _program;
>                 /** Pointer to this context's extension functions */
>                 osg::ref_ptr<GL2Extensions> _extensions;
>                 /** Handle to the actual OpenGL glProgram */
>                 GLuint _glProgramHandle;
>                 /** Does our glProgram need to be linked? */
>                 bool _needsLink;
>                 /** Is our glProgram successfully linked? */
>                 bool _isLinked;
>                 const unsigned int _contextID;
>
>                 ActiveVarInfoMap _uniformInfoMap;
>                 ActiveVarInfoMap _attribInfoMap;
>
>                 typedef std::pair<const osg::Uniform*, unsigned int> 
> UniformModifiedCountPair;
>                 typedef std::vector<UniformModifiedCountPair> 
> LastAppliedUniformList;
>                 mutable LastAppliedUniformList _lastAppliedUniformList;
>
>                 typedef std::vector< ref_ptr<Shader> > ShaderList;
>                 ShaderList _shadersToDetach;
>                 ShaderList _shadersToAttach;
>
>             private:
>                 PerContextProgram();        // disallowed
>                 PerContextProgram(const PerContextProgram&);        // 
> disallowed
>                 PerContextProgram& operator=(const PerContextProgram&);       
>  // disallowed
>         };
>
>         /** Get the PCP for a particular GL context */
>         PerContextProgram* getPCP(unsigned int contextID) const;
>
>     protected:        /*methods*/
>         virtual ~Program();
>
>     protected:        /*data*/
>
>         mutable osg::buffered_value< osg::ref_ptr<PerContextProgram> > 
> _pcpList;
>         AttribBindingList _attribBindingList;
>         FragDataBindingList _fragDataBindingList;
>
>         typedef std::vector< ref_ptr<Shader> > ShaderList;
>         ShaderList _shaderList;
>
>     private:
>         Program& operator=(const Program&);        // disallowed
> };
>
> }
>
> #endif
>
> /*EOF*/
>
> /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
>  * Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
>  * Copyright (C) 2004-2005 Nathan Cournia
>  *
>  * This application is open source and may be redistributed and/or modified
>  * freely and without restriction, both in commericial and non commericial
>  * applications, as long as this copyright notice is maintained.
>  *
>  * This application is distributed in the hope that it will be useful,
>  * but WITHOUT ANY WARRANTY; without even the implied warranty of
>  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
> */
>
> /* file:   include/osg/Shader
>  * author: Mike Weiblen 2005-06-15
> */
>
> #ifndef OSG_SHADER
> #define OSG_SHADER 1
>
>
> #include <osg/GL2Extensions>
> #include <osg/Object>
> #include <osg/buffered_value>
>
> #include <set>
>
> namespace osg {
>
> class Program;
>
> ///////////////////////////////////////////////////////////////////////////
> /** osg::Shader is an application-level abstraction of an OpenGL glShader.
>   * It is a container to load the shader source code text and manage its
>   * compilation.
>   * An osg::Shader may be attached to more than one osg::Program.
>   * Shader will automatically manage per-context instancing of the
>   * internal objects, if that is necessary for a particular display
>   * configuration.
>   */
>
> class OSG_EXPORT Shader : public osg::Object
> {
>     public:
>
>         enum Type {
>             VERTEX = GL_VERTEX_SHADER,
>             FRAGMENT = GL_FRAGMENT_SHADER,
>             UNDEFINED = -1
>         };
>
>         Shader( Type type = UNDEFINED);
>         Shader( Type type, const std::string& source );
>
>         /** Copy constructor using CopyOp to manage deep vs shallow copy.*/
>         Shader(const Shader& rhs, const osg::CopyOp& 
> copyop=osg::CopyOp::SHALLOW_COPY);
>
>         META_Object(osg, Shader);
>
>         int compare(const Shader& rhs) const;
>
>         bool setType( Type t );
>
>
>         /** Load the Shader's source code text from a string. */
>         void setShaderSource( const std::string& sourceText );
>
>         /** Read shader source from file and then constructor shader of 
> specified type.
>           * Return the resulting Shader or 0 if no valid shader source code 
> be read.*/
>         static Shader* readShaderFile( Type type, const std::string& fileName 
> );
>
>         /** Load the Shader's source code text from a file. */
>         bool loadShaderSourceFromFile( const std::string& fileName );
>
>         /** Query the shader's source code text */
>         inline const std::string& getShaderSource() const { return 
> _shaderSource; }
>
>         /** Get the Shader type as an enum. */
>         inline Type getType() const { return _type; }
>
>         /** Get the Shader type as a descriptive string. */
>         const char* getTypename() const;
>
>         /** Resize any per context GLObject buffers to specified size. */
>         virtual void resizeGLObjectBuffers(unsigned int maxSize);
>
>         /** release OpenGL objects in specified graphics context if State
>             object is passed, otherwise release OpenGL objects for all 
> graphics context if
>             State object pointer NULL.*/
>         void releaseGLObjects(osg::State* state=0) const;
>
>         /** Mark our PCSs as needing recompilation.
>           * Also mark Programs that depend on us as needing relink */
>         void dirtyShader();
>
>         /** If needed, compile the PCS's glShader */
>         void compileShader(unsigned int contextID) const;
>
>         /** For a given GL context, attach a glShader to a glProgram */
>         void attachShader(unsigned int contextID, GLuint program) const;
>
>         /** For a given GL context, detach a glShader to a glProgram */
>         void detachShader(unsigned int contextID, GLuint program) const;
>
>         /** Query InfoLog from a glShader */
>         bool getGlShaderInfoLog(unsigned int contextID, std::string& log) 
> const;
>
>         /** Mark internal glShader for deletion.
>           * Deletion requests are queued tuntil they can be executed
>           * in the proper GL context. */
>         static void deleteGlShader(unsigned int contextID, GLuint shader);
>
>         /** flush all the cached glShaders which need to be deleted
>           * in the OpenGL context related to contextID.*/
>         static void flushDeletedGlShaders(unsigned int contextID,double 
> currentTime, double& availableTime);
>
>         static Shader::Type getTypeId( const std::string& tname );
>
>     protected:
>         /** PerContextShader (PCS) is an OSG-internal encapsulation of 
> glShader per-GL context. */
>         class PerContextShader : public osg::Referenced
>         {
>             public:
>                 PerContextShader(const Shader* shader, unsigned int 
> contextID);
>
>                 GLuint getHandle() const {return _glShaderHandle;}
>
>                 void requestCompile();
>                 void compileShader();
>                 bool needsCompile() const {return _needsCompile;}
>                 bool isCompiled() const {return _isCompiled;}
>                 bool getInfoLog( std::string& infoLog ) const;
>
>                 /** Attach our glShader to a glProgram */
>                 void attachShader(GLuint program) const;
>
>                 /** Detach our glShader from a glProgram */
>                 void detachShader(GLuint program) const;
>
>             protected:        /*methods*/
>                 ~PerContextShader();
>
>             protected:        /*data*/
>                 /** Pointer to our parent osg::Shader */
>                 const Shader* _shader;
>                 /** Pointer to this context's extension functions. */
>                 osg::ref_ptr<osg::GL2Extensions> _extensions;
>                 /** Handle to the actual glShader. */
>                 GLuint _glShaderHandle;
>                 /** Does our glShader need to be recompiled? */
>                 bool _needsCompile;
>                 /** Is our glShader successfully compiled? */
>                 bool _isCompiled;
>                 const unsigned int _contextID;
>
>             private:
>                 PerContextShader();        // disallowed
>                 PerContextShader(const PerContextShader&);        // 
> disallowed
>                 PerContextShader& operator=(const PerContextShader&);        
> // disallowed
>         };
>
>     protected:        /*methods*/
>         virtual ~Shader();
>
>         PerContextShader* getPCS(unsigned int contextID) const;
>
>         friend class osg::Program;
>         bool addProgramRef( osg::Program* program );
>         bool removeProgramRef( osg::Program* program );
>
>     protected:        /*data*/
>         Type _type;
>         std::string _shaderSource;
>         /** osg::Programs that this osg::Shader is attached to */
>         typedef std::set< osg::Program* > ProgramSet;
>         ProgramSet _programSet;
>         mutable osg::buffered_value< osg::ref_ptr<PerContextShader> > 
> _pcsList;
>
>     private:
>         Shader& operator=(const Shader&);        // disallowed
> };
>
> }
>
> #endif
>
> /*EOF*/
>
> _______________________________________________
> osg-submissions mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>
>
_______________________________________________
osg-submissions mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org

Reply via email to