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