Add debugging helpers to binary shader loading.

Change-Id: I32b8d8ce0fbf824120c8afd288b728314cd74142
Reviewed-on: https://gerrit.libreoffice.org/18620
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Michael Meeks <michael.meeks@collabora.com>
This commit is contained in:
Michael Meeks
2015-09-16 13:11:59 +01:00
parent 7993663cc5
commit 0183c1746c

View File

@@ -377,20 +377,19 @@ GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,
OString aVertexShaderSource = loadShader(rVertexShaderName);
OString aFragmentShaderSource = loadShader(rFragmentShaderName);
GLint BinaryResult = GL_FALSE;
GLint bBinaryResult = GL_FALSE;
if( GLEW_ARB_get_program_binary && !rDigest.isEmpty() )
{
OString aFileName =
createFileName(rVertexShaderName, rFragmentShaderName, rDigest);
BinaryResult = loadProgramBinary(ProgramID, aFileName);
bBinaryResult = loadProgramBinary(ProgramID, aFileName);
VCL_GL_INFO("vcl.opengl", "Load binary shader from '" << aFileName << "'" << bBinaryResult);
CHECK_GL_ERROR();
}
if( BinaryResult != GL_FALSE )
if( bBinaryResult != GL_FALSE )
return ProgramID;
VCL_GL_INFO("vcl.opengl", "Load shader: vertex " << rVertexShaderName << " fragment " << rFragmentShaderName);
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);