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Fix some errors with shader object labels
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24386cdc1e
commit
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@ -12,16 +12,16 @@
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: Shader::get_filename
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// Access: Public
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// Access: Published
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// Description: Return the Shader's filename for the given shader
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// type.
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////////////////////////////////////////////////////////////////////
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INLINE const Filename Shader::
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INLINE Filename Shader::
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get_filename(const ShaderType &type) const {
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if (_filename->_separate) {
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nassertr(type != ST_none || !_filename->_shared.empty(), "");
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if (_filename->_separate && type == ST_none) {
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switch (type) {
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case ST_vertex:
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return _filename->_vertex;
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@ -51,7 +51,7 @@ get_filename(const ShaderType &type) const {
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////////////////////////////////////////////////////////////////////
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// Function: Shader::get_text
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// Access: Public
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// Access: Published
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// Description: Return the Shader's text for the given shader type.
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////////////////////////////////////////////////////////////////////
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INLINE const string &Shader::
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@ -146,7 +146,7 @@ have_shader_utilization() {
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// Description: Returns the shader language in which this shader
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// was written.
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////////////////////////////////////////////////////////////////////
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INLINE const Shader::ShaderLanguage Shader::
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INLINE Shader::ShaderLanguage Shader::
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get_language() const {
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return _language;
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}
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@ -94,10 +94,10 @@ PUBLISHED:
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const string &tess_evaluation = "");
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static PT(Shader) make_compute(const ShaderLanguage &lang, const string &body);
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INLINE const Filename get_filename(const ShaderType &type = ST_none) const;
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INLINE Filename get_filename(const ShaderType &type = ST_none) const;
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INLINE const string &get_text(const ShaderType &type = ST_none) const;
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INLINE const bool get_error_flag() const;
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INLINE const ShaderLanguage get_language() const;
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INLINE ShaderLanguage get_language() const;
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INLINE static ShaderUtilization get_shader_utilization();
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INLINE static void set_shader_utilization(ShaderUtilization utl);
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