Support deleting shader materials

This commit is contained in:
sfan5 2024-02-20 21:44:47 +01:00
parent 13a0e5fb4a
commit dce166dc93

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