[osg-submissions] Fix for removing shaders from programs

Per Fahlberg perfa at remograph.com
Mon Nov 19 11:53:07 PST 2007


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 <perfa at remograph.com> 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*/
>>
>> _______________________________________________
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>> osg-submissions at lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>>
>>
>>     
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