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author | Samuel Rødal <sroedal@trolltech.com> | 2009-07-01 13:17:15 (GMT) |
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committer | Samuel Rødal <sroedal@trolltech.com> | 2009-07-01 13:19:25 (GMT) |
commit | f86a6467c0dbfd54603b588e6c001265b0d527e3 (patch) | |
tree | 37d9617f4381d3151f878d78344f63766fc2cf43 /src/opengl/gl2paintengineex/qglengineshadermanager.cpp | |
parent | c92b73a19b34ec97262c0959653ac1faf6621de6 (diff) | |
download | Qt-f86a6467c0dbfd54603b588e6c001265b0d527e3.zip Qt-f86a6467c0dbfd54603b588e6c001265b0d527e3.tar.gz Qt-f86a6467c0dbfd54603b588e6c001265b0d527e3.tar.bz2 |
Added caching of custom shader programs as well in GL 2 shader manager.
Ensures that the programs are evicted from the cache when the shaders
are destroyed.
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadermanager.cpp')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager.cpp | 42 |
1 files changed, 28 insertions, 14 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp index 068f804..10654ae 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp +++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp @@ -506,6 +506,7 @@ bool QGLEngineShaderManager::useCorrectShaderProg() else requiredProgram.compositionFragShader = 0; + requiredProgram.customShader = customShader ? customShader->shader() : 0; // At this point, requiredProgram is fully populated so try to find the program in the cache for (int i = 0; i < cachedPrograms.size(); ++i) { @@ -514,12 +515,16 @@ bool QGLEngineShaderManager::useCorrectShaderProg() && (prog.positionVertexShader == requiredProgram.positionVertexShader) && (prog.mainFragShader == requiredProgram.mainFragShader) && (prog.srcPixelFragShader == requiredProgram.srcPixelFragShader) - && (prog.compositionFragShader == requiredProgram.compositionFragShader) ) + && (prog.compositionFragShader == requiredProgram.compositionFragShader) + && (prog.customShader == requiredProgram.customShader) ) { currentShaderProg = &prog; currentShaderProg->program->enable(); shaderProgNeedsChanging = false; + if (customShader) + customShader->updateUniforms(currentShaderProg->program); + return true; } } @@ -533,8 +538,8 @@ bool QGLEngineShaderManager::useCorrectShaderProg() requiredProgram.program->addShader(requiredProgram.maskFragShader); requiredProgram.program->addShader(requiredProgram.compositionFragShader); - if (customShader) - requiredProgram.program->addShader(customShader->shader()); + if (requiredProgram.customShader) + requiredProgram.program->addShader(requiredProgram.customShader); // We have to bind the vertex attribute names before the program is linked: requiredProgram.program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); @@ -560,25 +565,34 @@ bool QGLEngineShaderManager::useCorrectShaderProg() qWarning() << error; } else { - if (customShader) { - // don't cache custom shaders - customShaderProg = requiredProgram; - currentShaderProg = &customShaderProg; - } else { - cachedPrograms.append(requiredProgram); - // taking the address here is safe since - // cachePrograms isn't resized anywhere else - currentShaderProg = &cachedPrograms.last(); - } + cachedPrograms.append(requiredProgram); + // taking the address here is safe since + // cachePrograms isn't resized anywhere else + currentShaderProg = &cachedPrograms.last(); currentShaderProg->program->enable(); - if (customShader) + if (customShader) { customShader->updateUniforms(currentShaderProg->program); + connect(customShader->shader(), SIGNAL(destroyed(QObject *)), + this, SLOT(shaderDestroyed(QObject *))); + } } shaderProgNeedsChanging = false; return true; } +void QGLEngineShaderManager::shaderDestroyed(QObject *shader) +{ + for (int i = 0; i < cachedPrograms.size(); ++i) { + if (cachedPrograms.at(i).customShader == shader) { + delete cachedPrograms.at(i).program; + cachedPrograms.removeAt(i--); + } + } + + shaderProgNeedsChanging = true; +} + void QGLEngineShaderManager::compileNamedShader(QGLEngineShaderManager::ShaderName name, QGLShader::ShaderType type) { if (compiledShaders[name]) |