Thanks Per, fixes now merged and submitted to SVN.

On Nov 19, 2007 7:53 PM, Per Fahlberg <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> Sorry about that, here are the files again.
>
> Regards,
> Per
>
>
> Robert Osfield wrote:
> > 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
> >
> >
>
>
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