gl_shader_manager: Update pipeline when programs have changed
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@ -60,6 +60,17 @@ public:
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}
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void ApplyTo(OpenGLState& state) {
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UpdatePipeline();
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state.draw.shader_program = 0;
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state.draw.program_pipeline = pipeline.handle;
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state.geometry_shaders.enabled = (gs != 0);
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}
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private:
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void UpdatePipeline() {
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// Avoid updating the pipeline when values have no changed
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if (old_vs == vs && old_fs == fs && old_gs == gs)
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return;
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// Workaround for AMD bug
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glUseProgramStages(pipeline.handle,
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GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
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@ -68,14 +79,16 @@ public:
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glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, gs);
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glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, fs);
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state.draw.shader_program = 0;
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state.draw.program_pipeline = pipeline.handle;
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state.geometry_shaders.enabled = (gs != 0);
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// Update the old values
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old_vs = vs;
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old_fs = fs;
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old_gs = gs;
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}
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private:
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OGLPipeline pipeline;
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GLuint vs{}, fs{}, gs{};
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GLuint old_vs{}, old_fs{}, old_gs{};
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};
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} // namespace OpenGL::GLShader
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