+void RenderPass::finalize_material(DataFile::Collection *coll)
+{
+ maybe_create_material_shader(coll);
+ ensure_private_shader_data();
+
+ if(!texturing)
+ texturing = new Texturing;
+ material->attach_textures_to(*texturing, *shdata);
+}
+
+void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
+{
+ if(shprog && !shprog_from_material)
+ return;
+
+ if(coll)
+ {
+ shprog = material->create_compatible_shader(*coll);
+ shprog.keep();
+ }
+ else
+ shprog = material->create_compatible_shader();
+
+ if(shdata)
+ shdata = new ProgramData(*shdata, shprog.get());
+
+ shprog_from_material = true;
+}
+
+void RenderPass::ensure_private_shader_data()
+{
+ if(!shprog)
+ throw invalid_operation("RenderPass::ensure_private_shader_data");
+
+ if(!shdata)
+ shdata = new ProgramData(shprog.get());
+ else if(shdata.refcount()>1)
+ shdata = new ProgramData(*shdata);
+}
+
+void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
+{
+ shprog = prog;
+ shprog.keep();
+ shprog_from_material = false;
+ shdata = (data ? new ProgramData(*data) : 0);
+ if(material)
+ finalize_material(0);
+}
+
+const string &RenderPass::get_slotted_uniform_name(const string &slot) const
+{
+ map<string, string>::const_iterator i = uniform_slots.find(slot);
+ if(i==uniform_slots.end())
+ {
+ static string empty;
+ return empty;
+ }
+ return i->second;
+}
+