Correct object data handling from shader programs
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242bfca03e
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1272f453a2
1 changed files with 3 additions and 2 deletions
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@ -2082,7 +2082,8 @@ static void s_unUseCurrentProgram() {
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if (!localCurrentProgram) return;
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ObjectDataPtr objData = ctx->shareGroup()->getObjectData(SHADER,localCurrentProgram);
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SET_ERROR_IF(!objData.Ptr() || objData.Ptr()->getDataType()!=PROGRAM_DATA,GL_INVALID_OPERATION);
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if (!objData) return;
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SET_ERROR_IF(objData.Ptr()->getDataType()!=PROGRAM_DATA,GL_INVALID_OPERATION);
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ProgramData* programData = (ProgramData*)objData.Ptr();
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programData->setInUse(false);
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if (programData->getDeleteStatus()) { glDeleteProgram(localCurrentProgram); }
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@ -2094,7 +2095,7 @@ GL_APICALL void GL_APIENTRY glUseProgram(GLuint program){
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const GLuint globalProgramName = ctx->shareGroup()->getGlobalName(SHADER,program);
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SET_ERROR_IF(program!=0 && globalProgramName==0,GL_INVALID_VALUE);
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ObjectDataPtr objData = ctx->shareGroup()->getObjectData(SHADER,program);
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SET_ERROR_IF(!objData.Ptr() || (objData.Ptr()->getDataType()!=PROGRAM_DATA),GL_INVALID_OPERATION);
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SET_ERROR_IF(objData.Ptr() && (objData.Ptr()->getDataType()!=PROGRAM_DATA),GL_INVALID_OPERATION);
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s_unUseCurrentProgram();
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