Fixed an end_scene related bug (failure to clean up shader data)

This commit is contained in:
Josh Yelon 2008-01-29 17:05:24 +00:00
parent be97920b58
commit 4814634f95
3 changed files with 68 additions and 0 deletions

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@ -1093,6 +1093,22 @@ void DXGraphicsStateGuardian9::
end_scene() {
GraphicsStateGuardian::end_scene();
if (_vertex_array_shader_context != 0) {
_vertex_array_shader_context->disable_shader_vertex_arrays(this);
_vertex_array_shader = (Shader *)NULL;
_vertex_array_shader_context = (CLP(ShaderContext) *)NULL;
}
if (_texture_binding_shader_context != 0) {
_texture_binding_shader_context->disable_shader_texture_bindings(this);
_texture_binding_shader = (Shader *)NULL;
_texture_binding_shader_context = (CLP(ShaderContext) *)NULL;
}
if (_current_shader_context != 0) {
_current_shader_context->unbind(this);
_current_shader = (Shader *)NULL;
_current_shader_context = (CLP(ShaderContext) *)NULL;
}
DBG_S dxgsg9_cat.debug ( ) << "DXGraphicsStateGuardian9::end_scene\n"; DBG_E
/*

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@ -1414,6 +1414,56 @@ begin_frame(Thread *current_thread) {
return true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::begin_scene
// Access: Public, Virtual
// Description: Called between begin_frame() and end_frame() to mark
// the beginning of drawing commands for a "scene"
// (usually a particular DisplayRegion) within a frame.
// All 3-D drawing commands, except the clear operation,
// must be enclosed within begin_scene() .. end_scene().
//
// The return value is true if successful (in which case
// the scene will be drawn and end_scene() will be
// called later), or false if unsuccessful (in which
// case nothing will be drawn and end_scene() will not
// be called).
////////////////////////////////////////////////////////////////////
bool CLP(GraphicsStateGuardian)::
begin_scene() {
return GraphicsStateGuardian::begin_scene();
}
////////////////////////////////////////////////////////////////////
// Function: GLGraphicsStateGuardian::end_scene
// Access: Protected, Virtual
// Description: Called between begin_frame() and end_frame() to mark
// the end of drawing commands for a "scene" (usually a
// particular DisplayRegion) within a frame. All 3-D
// drawing commands, except the clear operation, must be
// enclosed within begin_scene() .. end_scene().
////////////////////////////////////////////////////////////////////
void CLP(GraphicsStateGuardian)::
end_scene() {
GraphicsStateGuardian::end_scene();
if (_vertex_array_shader_context != 0) {
_vertex_array_shader_context->disable_shader_vertex_arrays(this);
_vertex_array_shader = (Shader *)NULL;
_vertex_array_shader_context = (CLP(ShaderContext) *)NULL;
}
if (_texture_binding_shader_context != 0) {
_texture_binding_shader_context->disable_shader_texture_bindings(this);
_texture_binding_shader = (Shader *)NULL;
_texture_binding_shader_context = (CLP(ShaderContext) *)NULL;
}
if (_current_shader_context != 0) {
_current_shader_context->unbind();
_current_shader = (Shader *)NULL;
_current_shader_context = (CLP(ShaderContext) *)NULL;
}
}
////////////////////////////////////////////////////////////////////
// Function: GLGraphicsStateGuardian::end_frame
// Access: Public, Virtual

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@ -124,6 +124,8 @@ public:
virtual bool prepare_lens();
virtual bool begin_frame(Thread *current_thread);
virtual bool begin_scene();
virtual void end_scene();
virtual void end_frame(Thread *current_thread);
virtual bool begin_draw_primitives(const GeomPipelineReader *geom_reader,