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Support deleting shader materials
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@ -264,6 +264,7 @@ class ShaderSource : public IWritableShaderSource
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{
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public:
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ShaderSource();
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~ShaderSource() override;
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/*
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- If shader material specified by name is found from cache,
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@ -351,6 +352,22 @@ ShaderSource::ShaderSource()
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addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
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}
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ShaderSource::~ShaderSource()
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{
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MutexAutoLock lock(m_shaderinfo_cache_mutex);
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#if IRRLICHT_VERSION_MT_REVISION >= 15
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// Delete materials
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video::IGPUProgrammingServices *gpu = RenderingEngine::get_video_driver()->
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getGPUProgrammingServices();
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for (ShaderInfo &i : m_shaderinfo_cache) {
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if (!i.name.empty())
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gpu->deleteShaderMaterial(i.material);
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}
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m_shaderinfo_cache.clear();
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#endif
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}
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u32 ShaderSource::getShader(const std::string &name,
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MaterialType material_type, NodeDrawType drawtype)
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{
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@ -472,15 +489,17 @@ void ShaderSource::rebuildShaders()
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{
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MutexAutoLock lock(m_shaderinfo_cache_mutex);
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/*// Oh well... just clear everything, they'll load sometime.
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m_shaderinfo_cache.clear();
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m_name_to_id.clear();*/
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/*
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FIXME: Old shader materials can't be deleted in Irrlicht,
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or can they?
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(This would be nice to do in the destructor too)
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*/
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#if IRRLICHT_VERSION_MT_REVISION >= 15
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// Delete materials
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video::IGPUProgrammingServices *gpu = RenderingEngine::get_video_driver()->
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getGPUProgrammingServices();
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for (ShaderInfo &i : m_shaderinfo_cache) {
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if (!i.name.empty()) {
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gpu->deleteShaderMaterial(i.material);
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i.material = video::EMT_SOLID; // invalidate
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}
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}
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#endif
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// Recreate shaders
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for (ShaderInfo &i : m_shaderinfo_cache) {
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