Better shader caching, GLSL "#pragma include" support, better error reporting

This commit is contained in:
rdb 2015-02-01 17:48:01 +01:00
parent 9b2e322f29
commit 13fb8079ec
8 changed files with 699 additions and 307 deletions

View File

@ -199,7 +199,7 @@ class CommonFilters:
self.ssao[0].setShaderInput("depth", self.textures["depth"])
self.ssao[0].setShaderInput("normal", self.textures["aux"])
self.ssao[0].setShaderInput("random", loader.loadTexture("maps/random.rgb"))
self.ssao[0].setShader(Shader.make(SSAO_BODY % configuration["AmbientOcclusion"].numsamples))
self.ssao[0].setShader(Shader.make(SSAO_BODY % configuration["AmbientOcclusion"].numsamples, Shader.SL_Cg))
self.ssao[1].setShaderInput("src", ssao0)
self.ssao[1].setShader(self.loadShader("filter-blurx.sha"))
self.ssao[2].setShaderInput("src", ssao1)
@ -339,7 +339,7 @@ class CommonFilters:
text += " o_color = float4(1, 1, 1, 1) - o_color;\n"
text += "}\n"
self.finalQuad.setShader(Shader.make(text))
self.finalQuad.setShader(Shader.make(text, Shader.SL_Cg))
for tex in self.textures:
self.finalQuad.setShaderInput("tx"+tex, self.textures[tex])

View File

@ -541,6 +541,22 @@ ConfigVariableString cg_glsl_version
"glslv, glslf or glslg profiles. Use this when you are having "
"problems with these profiles. Example values are 120 or 150."));
ConfigVariableBool glsl_preprocess
("glsl-preprocess", true,
PRC_DESC("If this is enabled, Panda looks for lines starting with "
"#pragma include when loading a GLSL shader and processes "
"it appropriately. This can be useful if you have code that "
"is shared between multiple shaders. Set this to false if "
"you have no need for this feature or if you do your own "
"preprocessing of GLSL shaders."));
ConfigVariableInt glsl_include_recursion_limit
("glsl-include-recursion-limit", 10,
PRC_DESC("This sets a limit on how many nested #pragma include "
"directives that Panda will follow when glsl-preprocess is "
"enabled. This is used to prevent infinite recursion when "
"two shader files include each other."));
ConfigureFn(config_gobj) {
AnimateVerticesRequest::init_type();
BufferContext::init_type();

View File

@ -104,5 +104,7 @@ extern EXPCL_PANDA_GOBJ ConfigVariableInt lens_geom_segments;
extern EXPCL_PANDA_GOBJ ConfigVariableBool stereo_lens_old_convergence;
extern EXPCL_PANDA_GOBJ ConfigVariableString cg_glsl_version;
extern EXPCL_PANDA_GOBJ ConfigVariableBool glsl_preprocess;
extern EXPCL_PANDA_GOBJ ConfigVariableInt glsl_include_recursion_limit;
#endif

View File

@ -21,31 +21,35 @@
////////////////////////////////////////////////////////////////////
INLINE Filename Shader::
get_filename(const ShaderType &type) const {
if (_filename->_separate && type == ST_none) {
if (_filename._separate && type != ST_none) {
switch (type) {
case ST_vertex:
return _filename->_vertex;
return _filename._vertex;
break;
case ST_fragment:
return _filename->_fragment;
return _filename._fragment;
break;
case ST_geometry:
return _filename->_geometry;
return _filename._geometry;
break;
case ST_tess_control:
return _text->_tess_control;
return _filename._tess_control;
break;
case ST_tess_evaluation:
return _text->_tess_evaluation;
return _filename._tess_evaluation;
break;
case ST_compute:
return _text->_compute;
return _filename._compute;
break;
default:
return _filename->_shared;
return _filename._shared;
}
} else if (!_filename._shared.empty()) {
return _filename._shared;
} else {
return _filename->_shared;
// Um, better than nothing?
return _filename._vertex;
}
}
@ -56,32 +60,32 @@ get_filename(const ShaderType &type) const {
////////////////////////////////////////////////////////////////////
INLINE const string &Shader::
get_text(const ShaderType &type) const {
if (_text->_separate) {
nassertr(type != ST_none || !_text->_shared.empty(), _text->_shared);
if (_text._separate) {
nassertr(type != ST_none || !_text._shared.empty(), _text._shared);
switch (type) {
case ST_vertex:
return _text->_vertex;
return _text._vertex;
break;
case ST_fragment:
return _text->_fragment;
return _text._fragment;
break;
case ST_geometry:
return _text->_geometry;
return _text._geometry;
break;
case ST_tess_control:
return _text->_tess_control;
return _text._tess_control;
break;
case ST_tess_evaluation:
return _text->_tess_evaluation;
return _text._tess_evaluation;
break;
case ST_compute:
return _text->_compute;
return _text._compute;
break;
default:
return _text->_shared;
return _text._shared;
}
} else {
return _text->_shared;
return _text._shared;
}
}
@ -115,7 +119,7 @@ set_shader_utilization(ShaderUtilization sut) {
// Description: This flag returns SUT_none, SUT_basic, or
// SUT_advanced and controls the automatic generation
// of shaders. It is initialized from the config
// variable of the same name, but it can be
// variable of the same name, but it can be
// subsequently adjusted.
////////////////////////////////////////////////////////////////////
INLINE ShaderUtilization Shader::
@ -154,7 +158,7 @@ get_language() const {
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderCapabilities Constructor
// Access: Public
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderCaps::
ShaderCaps() {
@ -164,7 +168,7 @@ ShaderCaps() {
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderCapabilities::operator ==
// Access: Public
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool Shader::ShaderCaps::
operator == (const ShaderCaps &other) const {
@ -184,10 +188,10 @@ operator == (const ShaderCaps &other) const {
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData() :
ShaderPtrData() :
_ptr(NULL),
_type(SPT_unknown),
_updated(true),
@ -198,7 +202,7 @@ ShaderPtrData() :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_float &ptr):
@ -213,7 +217,7 @@ ShaderPtrData(const PTA_float &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LMatrix4f &ptr):
@ -228,7 +232,7 @@ ShaderPtrData(const PTA_LMatrix4f &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LMatrix3f &ptr):
@ -243,7 +247,7 @@ ShaderPtrData(const PTA_LMatrix3f &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase4f &ptr):
@ -258,7 +262,7 @@ ShaderPtrData(const PTA_LVecBase4f &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase3f &ptr):
@ -273,7 +277,7 @@ ShaderPtrData(const PTA_LVecBase3f &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase2f &ptr):
@ -288,7 +292,7 @@ ShaderPtrData(const PTA_LVecBase2f &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase4f &vec) :
@ -306,7 +310,7 @@ ShaderPtrData(const LVecBase4f &vec) :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase3f &vec) :
@ -324,7 +328,7 @@ ShaderPtrData(const LVecBase3f &vec) :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase2f &vec) :
@ -342,7 +346,7 @@ ShaderPtrData(const LVecBase2f &vec) :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LMatrix4f &mat) :
@ -360,7 +364,7 @@ ShaderPtrData(const LMatrix4f &mat) :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LMatrix3f &mat) :
@ -378,7 +382,7 @@ ShaderPtrData(const LMatrix3f &mat) :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_double &ptr):
@ -393,7 +397,7 @@ ShaderPtrData(const PTA_double &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LMatrix4d &ptr):
@ -408,7 +412,7 @@ ShaderPtrData(const PTA_LMatrix4d &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LMatrix3d &ptr):
@ -423,7 +427,7 @@ ShaderPtrData(const PTA_LMatrix3d &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase4d &ptr):
@ -438,7 +442,7 @@ ShaderPtrData(const PTA_LVecBase4d &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase3d &ptr):
@ -453,7 +457,7 @@ ShaderPtrData(const PTA_LVecBase3d &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase2d &ptr):
@ -468,7 +472,7 @@ ShaderPtrData(const PTA_LVecBase2d &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase4d &vec) :
@ -486,7 +490,7 @@ ShaderPtrData(const LVecBase4d &vec) :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase3d &vec) :
@ -504,7 +508,7 @@ ShaderPtrData(const LVecBase3d &vec) :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase2d &vec) :
@ -522,7 +526,7 @@ ShaderPtrData(const LVecBase2d &vec) :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LMatrix4d &mat) :
@ -540,7 +544,7 @@ ShaderPtrData(const LMatrix4d &mat) :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LMatrix3d &mat) :
@ -558,7 +562,7 @@ ShaderPtrData(const LMatrix3d &mat) :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_int &ptr):
@ -573,7 +577,7 @@ ShaderPtrData(const PTA_int &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase4i &ptr):
@ -588,7 +592,7 @@ ShaderPtrData(const PTA_LVecBase4i &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase3i &ptr):
@ -603,7 +607,7 @@ ShaderPtrData(const PTA_LVecBase3i &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase2i &ptr):
@ -618,7 +622,7 @@ ShaderPtrData(const PTA_LVecBase2i &ptr):
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase4i &vec) :
@ -636,7 +640,7 @@ ShaderPtrData(const LVecBase4i &vec) :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase3i &vec) :
@ -654,7 +658,7 @@ ShaderPtrData(const LVecBase3i &vec) :
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderPtrData Constructor
// Access:
// Description:
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase2i &vec) :
@ -753,8 +757,8 @@ ShaderFile(const string &shared) :
// Description:
////////////////////////////////////////////////////////////////////
INLINE Shader::ShaderFile::
ShaderFile(const string &vertex,
const string &fragment,
ShaderFile(const string &vertex,
const string &fragment,
const string &geometry,
const string &tess_control,
const string &tess_evaluation) :
@ -811,3 +815,62 @@ read_datagram(DatagramIterator &scan) {
_shared = scan.get_string();
}
}
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderFile::operator <
// Access: Public
// Description: Ordering operator
////////////////////////////////////////////////////////////////////
INLINE bool Shader::ShaderFile::
operator < (const Shader::ShaderFile &other) const {
if (_separate != other._separate) {
return (!_separate && other._separate);
}
if (_shared != other._shared) {
return (_shared < other._shared);
}
if (_vertex != other._vertex) {
return (_vertex < other._vertex);
}
if (_fragment != other._fragment) {
return (_fragment < other._fragment);
}
if (_geometry != other._geometry) {
return (_geometry < other._geometry);
}
if (_tess_control != other._tess_control) {
return (_tess_control < other._tess_control);
}
if (_tess_evaluation != other._tess_evaluation) {
return (_tess_evaluation < other._tess_evaluation);
}
if (_compute != other._compute) {
return (_compute < other._compute);
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::get_filename_from_index
// Access: Public
// Description: Returns the filename of the included shader with
// the given source file index (as recorded in the
// #line statement in r_preprocess_source). We use
// this to associate error messages with included files.
////////////////////////////////////////////////////////////////////
INLINE Filename Shader::
get_filename_from_index(int index, ShaderType type) const {
if (index == 0) {
Filename fn = get_filename(type);
if (!fn.empty()) {
return fn;
}
} else if (glsl_preprocess && index > 2048 &&
(index - 2048) < _included_files.size()) {
return _included_files[index - 2048];
}
// Must be a mistake. Quietly put back the integer.
char str[32];
sprintf(str, "%d", index);
return Filename(str);
}

File diff suppressed because it is too large Load Diff

View File

@ -81,20 +81,20 @@ PUBLISHED:
bit_AutoShaderShadow = 4, // bit for AS_shadow
};
static PT(Shader) load(const Filename &file, const ShaderLanguage &lang = SL_none);
static PT(Shader) make(const string &body, const ShaderLanguage &lang = SL_none);
static PT(Shader) load(const ShaderLanguage &lang,
const Filename &vertex, const Filename &fragment,
static PT(Shader) load(const Filename &file, ShaderLanguage lang = SL_none);
static PT(Shader) make(const string &body, ShaderLanguage lang = SL_none);
static PT(Shader) load(ShaderLanguage lang,
const Filename &vertex, const Filename &fragment,
const Filename &geometry = "",
const Filename &tess_control = "",
const Filename &tess_evaluation = "");
static PT(Shader) load_compute(const ShaderLanguage &lang, const Filename &fn);
static PT(Shader) make(const ShaderLanguage &lang,
const string &vertex, const string &fragment,
static PT(Shader) load_compute(ShaderLanguage lang, const Filename &fn);
static PT(Shader) make(ShaderLanguage lang,
const string &vertex, const string &fragment,
const string &geometry = "",
const string &tess_control = "",
const string &tess_evaluation = "");
static PT(Shader) make_compute(const ShaderLanguage &lang, const string &body);
static PT(Shader) make_compute(ShaderLanguage lang, const string &body);
INLINE Filename get_filename(const ShaderType &type = ST_none) const;
INLINE const string &get_text(const ShaderType &type = ST_none) const;
@ -110,7 +110,7 @@ PUBLISHED:
bool release(PreparedGraphicsObjects *prepared_objects);
int release_all();
ShaderContext *prepare_now(PreparedGraphicsObjects *prepared_objects,
ShaderContext *prepare_now(PreparedGraphicsObjects *prepared_objects,
GraphicsStateGuardianBase *gsg);
public:
@ -407,6 +407,8 @@ public:
INLINE void write_datagram(Datagram &dg) const;
INLINE void read_datagram(DatagramIterator &source);
INLINE bool operator < (const ShaderFile &other) const;
public:
bool _separate;
string _shared;
@ -464,8 +466,8 @@ public:
void clear_parameters();
#ifdef HAVE_CG
private:
#ifdef HAVE_CG
ShaderArgClass cg_parameter_class(CGparameter p);
ShaderArgType cg_parameter_type(CGparameter p);
ShaderArgDir cg_parameter_dir(CGparameter p);
@ -496,7 +498,6 @@ private:
CGprogram cg_program_from_shadertype(ShaderType type);
public:
bool cg_compile_for(const ShaderCaps &caps, CGcontext &ctx,
CGprogram &vprogram, CGprogram &fprogram,
CGprogram &gprogram, pvector<CGparameter> &map);
@ -510,19 +511,25 @@ public:
pvector <ShaderVarSpec> _var_spec;
bool _error_flag;
CPT(ShaderFile) _text;
ShaderFile _text;
protected:
CPT(ShaderFile) _filename;
ShaderFile _filename;
int _parse;
bool _loaded;
ShaderLanguage _language;
pvector<Filename> _included_files;
// Stores full paths, and includes the fullpaths of the shaders
// themselves as well as the includes.
pvector<Filename> _source_files;
time_t _last_modified;
static ShaderCaps _default_caps;
static ShaderUtilization _shader_utilization;
static int _shaders_generated;
typedef pmap < CPT(ShaderFile), Shader * > ShaderTable;
typedef pmap<ShaderFile, PT(Shader)> ShaderTable;
static ShaderTable _load_table;
static ShaderTable _make_table;
@ -536,12 +543,21 @@ protected:
private:
void clear_prepared(PreparedGraphicsObjects *prepared_objects);
Shader();
Shader(ShaderLanguage lang);
bool read(const ShaderFile &sfile);
bool do_read_source(string &into, const Filename &fn);
bool r_preprocess_source(ostream &out, const Filename &fn,
const Filename &source_dir,
set<Filename> &open_files, int depth = 0);
bool check_modified() const;
public:
Shader(CPT(ShaderFile) name, CPT(ShaderFile) text, const ShaderLanguage &lang = SL_none);
~Shader();
INLINE Filename get_filename_from_index(int index, ShaderType type) const;
public:
static void register_with_read_factory();
virtual void write_datagram(BamWriter *manager, Datagram &dg);

View File

@ -74,25 +74,29 @@ ns_load_shader(const Filename &orig_filename) {
}
}
/*
shader_cat.info()
// The shader was not found in the pool.
gobj_cat.info()
<< "Loading shader " << filename << "\n";
*/
CPT(Shader) shader;
Shader::ShaderLanguage lang = Shader::SL_none;
shader = (CPT(Shader)) NULL;
string extension = filename.get_extension();
// Do some guesswork to see if we can figure out the shader language
// from the file extension. This is really just guesswork - there are
// no standardized extensions for shaders, especially for GLSL.
// These are the ones that appear to be closest to "standard".
string ext = downcase(filename.get_extension());
if (ext == "cg" || ext == "sha") {
// "sha" is for historical reasons.
lang = Shader::SL_Cg;
if (extension.empty() || extension == "cg" || extension == "hlsl") {
// this does nothing for now
} else if (ext == "glsl" || ext == "vert" || ext == "frag" ||
ext == "geom" || ext == "tesc" || ext == "tese" ||
ext == "comp") {
lang = Shader::SL_GLSL;
}
if (shader == (CPT(Shader)) NULL) {
shader = Shader::load (filename);
}
if (shader == (CPT(Shader)) NULL) {
PT(Shader) shader = Shader::load(filename, lang);
if (shader == (Shader *)NULL) {
// This shader was not found or could not be read.
return NULL;
}

View File

@ -509,7 +509,7 @@ clear_analysis() {
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) ShaderGenerator::
create_shader_attrib(const string &txt) {
PT(Shader) shader = Shader::make(txt);
PT(Shader) shader = Shader::make(txt, Shader::SL_Cg);
CPT(RenderAttrib) shattr = ShaderAttrib::make();
shattr = DCAST(ShaderAttrib, shattr)->set_shader(shader);
if (_lighting) {