Caching of shader program attribute and uniform IDs from strings.
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@ -358,12 +358,38 @@ bool GLShaderProgram::set_uniform(const char* name, const Vec3d& value) const
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int GLShaderProgram::get_attrib_location(const char* name) const
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{
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return (m_id > 0) ? ::glGetAttribLocation(m_id, name) : -1;
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assert(m_id > 0);
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if (m_id <= 0)
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// Shader program not loaded. This should not happen.
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return -1;
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auto it = std::find_if(m_attrib_location_cache.begin(), m_attrib_location_cache.end(), [name](const auto& p) { return p.first == name; });
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if (it != m_attrib_location_cache.end())
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// Attrib ID cached.
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return it->second;
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int id = ::glGetAttribLocation(m_id, name);
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const_cast<GLShaderProgram*>(this)->m_attrib_location_cache.push_back({ name, id });
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return id;
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}
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int GLShaderProgram::get_uniform_location(const char* name) const
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{
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return (m_id > 0) ? ::glGetUniformLocation(m_id, name) : -1;
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assert(m_id > 0);
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if (m_id <= 0)
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// Shader program not loaded. This should not happen.
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return -1;
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auto it = std::find_if(m_uniform_location_cache.begin(), m_uniform_location_cache.end(), [name](const auto &p) { return p.first == name; });
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if (it != m_uniform_location_cache.end())
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// Uniform ID cached.
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return it->second;
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int id = ::glGetUniformLocation(m_id, name);
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const_cast<GLShaderProgram*>(this)->m_uniform_location_cache.push_back({ name, id });
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return id;
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}
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} // namespace Slic3r
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@ -29,6 +29,8 @@ public:
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private:
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std::string m_name;
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unsigned int m_id{ 0 };
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std::vector<std::pair<std::string, int>> m_attrib_location_cache;
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std::vector<std::pair<std::string, int>> m_uniform_location_cache;
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public:
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~GLShaderProgram();
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