ShaderPool

class ShaderPool

This is the preferred interface for loading shaders for the TextNode system. It is similar to ModelPool and TexturePool in that it unifies references to the same filename.

Inheritance diagram

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static ShaderPool.add_shader()

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.

static ShaderPool.garbage_collect()

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.

static ShaderPool.has_shader()

Returns true if the shader has ever been loaded, false otherwise.

static ShaderPool.list_contents()

Lists the contents of the shader pool to the indicated output stream.

static ShaderPool.load_shader()

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.

static ShaderPool.release_all_shaders()

Releases all shaders in the pool and restores the pool to the empty state.

static ShaderPool.release_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.

static ShaderPool.verify_shader()

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.

static ShaderPool.write()

Lists the contents of the shader pool to the indicated output stream.