mirror of https://github.com/axmolengine/axmol.git
Removes uthash in CCGLProgram
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parent
84e0ae750c
commit
22776dcd88
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@ -45,13 +45,6 @@ THE SOFTWARE.
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NS_CC_BEGIN
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typedef struct _hashUniformEntry
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{
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GLvoid* value; // value
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unsigned int location; // Key
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UT_hash_handle hh; // hash entry
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} tHashUniformEntry;
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const char* GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR = "ShaderPositionTextureColor";
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const char* GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP = "ShaderPositionTextureColor_noMVP";
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const char* GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST = "ShaderPositionTextureColorAlphaTest";
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@ -136,7 +129,6 @@ GLProgram::GLProgram()
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: _program(0)
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, _vertShader(0)
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, _fragShader(0)
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, _hashForUniforms(nullptr)
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, _flags()
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{
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memset(_builtInUniforms, 0, sizeof(_builtInUniforms));
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@ -163,15 +155,11 @@ GLProgram::~GLProgram()
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GL::deleteProgram(_program);
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}
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tHashUniformEntry *current_element, *tmp;
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// Purge uniform hash
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HASH_ITER(hh, _hashForUniforms, current_element, tmp)
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for (auto e : _hashForUniforms)
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{
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HASH_DEL(_hashForUniforms, current_element);
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free(current_element->value);
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free(current_element);
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free(e.second);
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}
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_hashForUniforms.clear();
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}
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bool GLProgram::initWithByteArrays(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
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@ -222,7 +210,8 @@ bool GLProgram::initWithByteArrays(const GLchar* vShaderByteArray, const GLchar*
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{
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glAttachShader(_program, _fragShader);
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}
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_hashForUniforms = nullptr;
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_hashForUniforms.clear();
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CHECK_GL_ERROR_DEBUG();
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@ -260,7 +249,7 @@ bool GLProgram::initWithPrecompiledProgramByteArray(const GLchar* vShaderByteArr
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haveProgram = CCPrecompiledShaders::getInstance()->loadProgram(_program, vShaderByteArray, fShaderByteArray);
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CHECK_GL_ERROR_DEBUG();
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_hashForUniforms = nullptr;
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_hashForUniforms.clear();
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CHECK_GL_ERROR_DEBUG();
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@ -631,31 +620,23 @@ bool GLProgram::updateUniformLocation(GLint location, const GLvoid* data, unsign
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}
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bool updated = true;
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tHashUniformEntry *element = nullptr;
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HASH_FIND_INT(_hashForUniforms, &location, element);
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if (! element)
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auto element = _hashForUniforms.find(location);
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if (element == _hashForUniforms.end())
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{
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element = (tHashUniformEntry*)malloc( sizeof(*element) );
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// key
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element->location = location;
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// value
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element->value = malloc( bytes );
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memcpy(element->value, data, bytes );
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HASH_ADD_INT(_hashForUniforms, location, element);
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GLvoid* value = malloc(bytes);
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memcpy(value, data, bytes );
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_hashForUniforms.insert(std::make_pair(location, value));
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}
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else
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{
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if (memcmp(element->value, data, bytes) == 0)
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if (memcmp(element->second, data, bytes) == 0)
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{
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updated = false;
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}
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else
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{
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memcpy(element->value, data, bytes);
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memcpy(element->second, data, bytes);
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}
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}
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@ -921,17 +902,12 @@ void GLProgram::reset()
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//GL::deleteProgram(_program);
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_program = 0;
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tHashUniformEntry *current_element, *tmp;
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// Purge uniform hash
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HASH_ITER(hh, _hashForUniforms, current_element, tmp)
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for (auto e: _hashForUniforms)
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{
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HASH_DEL(_hashForUniforms, current_element);
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free(current_element->value);
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free(current_element);
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free(e.second);
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}
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_hashForUniforms = nullptr;
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_hashForUniforms.clear();
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}
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NS_CC_END
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@ -45,7 +45,6 @@ NS_CC_BEGIN
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* @{
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*/
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struct _hashUniformEntry;
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class GLProgram;
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typedef void (*GLInfoFunction)(GLuint program, GLenum pname, GLint* params);
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@ -340,7 +339,6 @@ protected:
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GLuint _vertShader;
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GLuint _fragShader;
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GLint _builtInUniforms[UNIFORM_MAX];
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struct _hashUniformEntry* _hashForUniforms;
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bool _hasShaderCompiler;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || defined(WP8_SHADER_COMPILER)
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@ -360,6 +358,7 @@ protected:
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std::unordered_map<std::string, Uniform> _userUniforms;
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std::unordered_map<std::string, VertexAttrib> _vertexAttribs;
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std::unordered_map<GLint, GLvoid*> _hashForUniforms;
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};
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NS_CC_END
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