historical/toontown-classic.git/panda/include/shaderPool.I
2024-01-16 11:20:27 -06:00

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file shaderPool.I
* @author aignacio
* @date 2006-03
*/
/**
* Returns true if the shader has ever been loaded, false otherwise.
*/
INLINE bool ShaderPool::
has_shader(const Filename &filename) {
return get_ptr()->ns_has_shader(filename);
}
/**
* Loads the given filename up into a shader, if it has not already been
* loaded, and returns true to indicate success, or false to indicate failure.
* If this returns true, it is guaranteed that a subsequent call to
* load_shader() with the same shader name will return a valid Shader pointer.
*/
INLINE bool ShaderPool::
verify_shader(const Filename &filename) {
return load_shader(filename) != nullptr;
}
/**
* Loads the given filename up into a shader, if it has not already been
* loaded, and returns the new shader. If a shader with the same filename was
* previously loaded, returns that one instead. If the shader file cannot be
* found, returns NULL.
*/
INLINE CPT(Shader) ShaderPool::
load_shader(const Filename &filename) {
return get_ptr()->ns_load_shader(filename);
}
/**
* Adds the indicated already-loaded shader to the pool. The shader will
* always replace any previously-loaded shader in the pool that had the same
* filename.
*/
INLINE void ShaderPool::
add_shader(const Filename &filename, Shader *shader) {
get_ptr()->ns_add_shader(filename, shader);
}
/**
* Removes the indicated shader from the pool, indicating it will never be
* loaded again; the shader may then be freed. If this function is never
* called, a reference count will be maintained on every shader every loaded,
* and shaders will never be freed.
*/
INLINE void ShaderPool::
release_shader(const Filename &filename) {
get_ptr()->ns_release_shader(filename);
}
/**
* Releases all shaders in the pool and restores the pool to the empty state.
*/
INLINE void ShaderPool::
release_all_shaders() {
get_ptr()->ns_release_all_shaders();
}
/**
* Releases only those shaders in the pool that have a reference count of
* exactly 1; i.e. only those shaders that are not being used outside of the
* pool. Returns the number of shaders released.
*/
INLINE int ShaderPool::
garbage_collect() {
return get_ptr()->ns_garbage_collect();
}
/**
* Lists the contents of the shader pool to the indicated output stream.
*/
INLINE void ShaderPool::
list_contents(std::ostream &out) {
get_ptr()->ns_list_contents(out);
}
/**
* The constructor is not intended to be called directly; there's only
* supposed to be one ShaderPool in the universe and it constructs itself.
*/
INLINE ShaderPool::
ShaderPool() {
}