Files
oak-editor/app/render/backend/opengl/openglshadercache.cpp
T
itsmattkc d25dda5275 removed all dependence on NodeOutputs
If Nodes only have the one output, we don't need to do so much differentiation
between them. Previous iteration used outputs as like a distinct function
within a Node (e.g. length output would return one result, buffer output would
produce a different result - each run different code to produce their results).
Now in this iteration, it's more accurate to say a Node is just one function
(which seems more appropriate for a node system anyway).
2019-12-06 00:23:26 +11:00

29 lines
578 B
C++

#include "openglshadercache.h"
#include "node/node.h"
void OpenGLShaderCache::Clear()
{
compiled_nodes_.clear();
}
void OpenGLShaderCache::AddShader(Node *output, OpenGLShaderPtr shader)
{
compiled_nodes_.insert(GenerateShaderID(output), shader);
}
OpenGLShaderPtr OpenGLShaderCache::GetShader(Node *output)
{
return compiled_nodes_.value(GenerateShaderID(output));
}
QString OpenGLShaderCache::GenerateShaderID(Node *output)
{
return output->id();
}
bool OpenGLShaderCache::HasShader(Node *output)
{
return compiled_nodes_.contains(GenerateShaderID(output));
}