Better robustness when loading shaders. Redundant shaders (eg: "deferred/shadowF.glsl") will only need to be compiled once, and LLShaderMgr::mShaderObjects won't have previous entries mistakenly overwritten as a result.
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@@ -525,6 +525,14 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns)
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GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, S32 texture_index_channels)
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{
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std::pair<std::multimap<std::string, CachedObjectInfo >::iterator, std::multimap<std::string, CachedObjectInfo>::iterator> range;
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range = mShaderObjects.equal_range(filename);
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for (std::multimap<std::string, CachedObjectInfo>::iterator it = range.first; it != range.second;++it)
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{
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if((*it).second.mLevel == shader_level && (*it).second.mType == type)
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return (*it).second.mHandle;
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}
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GLenum error = GL_NO_ERROR;
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if (gDebugGL)
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{
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@@ -888,7 +896,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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if (ret)
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{
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// Add shader file to map
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mShaderObjects[filename] = ret;
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mShaderObjects.insert(make_pair(filename,CachedObjectInfo(ret,try_gpu_class,type)));
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shader_level = try_gpu_class;
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}
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else
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