vcl: opengl - Kill the last glErrors on common paths.

Re-work the makeSomeOpenGLContextCurrent logic into a shared function
with the existing AcquireContext logic in the SalOpenGLGraphics impl.
Use an OpenGLVCLContextZone placeholder to do both context and zone
management - to include destructors into the zone.

Fix a number of error cases around SalBitmaps where we did not have
a GL context associated when allocating, and/or freeing textures..

Don't drag a (potentially) slower context around in the
OpenGLSalBitmap when we're going to check / fetch a better VCL
context anyway.

Change-Id: Ibbb2358c47156cd078ad28b6aad4f03af36aaf23
Reviewed-on: https://gerrit.libreoffice.org/21127
Reviewed-by: Michael Meeks <michael.meeks@collabora.com>
Tested-by: Michael Meeks <michael.meeks@collabora.com>
This commit is contained in:
Michael Meeks
2016-01-05 16:17:41 +00:00
parent 3576a87d72
commit 1479ad1c63
10 changed files with 120 additions and 97 deletions

View File

@@ -174,6 +174,11 @@ public:
static void prepareForYield();
/// Is there a current GL context ?
static bool hasCurrent();
/// make a VCL context (any context) current, create it if necessary.
static void makeVCLCurrent();
/// fetch any VCL context, creating one if @bMakeIfNecessary is set.
static rtl::Reference<OpenGLContext> getVCLContext(bool bMakeIfNecessary = true);
/// make this GL context current - so it is implicit in subsequent GL calls
void makeCurrent();
/// Put this GL context to the end of the context list.

View File

@@ -37,7 +37,6 @@ class BitmapPalette;
class VCL_PLUGIN_PUBLIC OpenGLSalBitmap : public SalBitmap
{
private:
rtl::Reference<OpenGLContext> mpContext;
OpenGLTexture maTexture;
bool mbDirtyTexture;
BitmapPalette maPalette;
@@ -50,7 +49,6 @@ private:
int mnBufHeight;
std::deque< OpenGLSalBitmapOp* > maPendingOps;
void makeSomeOpenGLContextCurrent();
virtual void updateChecksum() const override;
bool calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType& rChecksum) const;
@@ -98,10 +96,11 @@ private:
private:
bool ImplScaleFilter( const double& rScaleX, const double& rScaleY, GLenum nFilter );
bool ImplScaleFilter( const rtl::Reference< OpenGLContext > &xContext, const double& rScaleX, const double& rScaleY, GLenum nFilter );
static void ImplCreateKernel( const double& fScale, const vcl::Kernel& rKernel, GLfloat*& pWeights, sal_uInt32& aKernelSize );
bool ImplScaleConvolution(const double& rScaleX, const double& rScaleY, const vcl::Kernel& rKernel);
bool ImplScaleArea( double rScaleX, double rScaleY );
bool ImplScaleConvolution(const rtl::Reference< OpenGLContext > &xContext, const double& rScaleX, const double& rScaleY, const vcl::Kernel& rKernel);
bool ImplScaleArea( const rtl::Reference< OpenGLContext > &xContext,
double rScaleX, double rScaleY );
public:

View File

@@ -40,6 +40,13 @@ public:
static void hardDisable();
};
/// Create this to not only enter the zone, but set VCL context.
class OpenGLVCLContextZone {
OpenGLZone aZone;
public:
OpenGLVCLContextZone();
};
#endif // INCLUDED_VCL_INC_OPENGL_ZONE_H
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */

View File

@@ -162,9 +162,6 @@ protected:
bool AcquireContext(bool bForceCreate = false);
bool ReleaseContext();
/// retrieve the default context for offscreen rendering
static rtl::Reference<OpenGLContext> GetDefaultContext();
/// create a new context for rendering to the underlying window
virtual rtl::Reference<OpenGLContext> CreateWinContext() = 0;

View File

@@ -97,52 +97,22 @@ rtl::Reference<OpenGLContext> OpenGLSalGraphicsImpl::GetOpenGLContext()
return mpContext;
}
rtl::Reference<OpenGLContext> OpenGLSalGraphicsImpl::GetDefaultContext()
{
return ImplGetDefaultWindow()->GetGraphics()->GetOpenGLContext();
}
bool OpenGLSalGraphicsImpl::AcquireContext( bool bForceCreate )
{
ImplSVData* pSVData = ImplGetSVData();
mpContext = OpenGLContext::getVCLContext( false );
// We always prefer to bind our VirtualDevice / offscreen graphics
// to the current OpenGLContext - to avoid switching contexts.
if (mpContext.is() && OpenGLContext::hasCurrent() && !mpContext->isCurrent())
if( !mpContext.is() && mpWindowContext.is() )
{
mpContext.clear();
}
if( mpContext.is() )
{
// Check whether the context was reset underneath us.
if( mpContext->isInitialized() )
return true;
mpContext.clear();
}
// We don't care what context we have - but not switching context
// is rather useful from a performance perspective.
OpenGLContext *pContext = pSVData->maGDIData.mpLastContext;
while( pContext )
{
// check if this context can be used by this SalGraphicsImpl instance
if( UseContext( pContext ) )
break;
pContext = pContext->mpPrevContext;
}
if( mpContext.is() )
mpContext = pContext;
else if( mpWindowContext.is() )
mpContext = mpWindowContext;
}
else if( bForceCreate && !IsOffscreen() )
{
mpWindowContext = CreateWinContext();
mpContext = mpWindowContext;
}
if( !mpContext.is() )
mpContext = GetDefaultContext();
mpContext = OpenGLContext::getVCLContext( true );
return mpContext.is();
}
@@ -2077,7 +2047,7 @@ void OpenGLSalGraphicsImpl::doFlush()
VCL_GL_INFO( "Texture height " << maOffscreenTex.GetHeight() << " vs. window height " << GetHeight() );
OpenGLProgram *pProgram =
mpWindowContext->UseProgram( "textureVertexShader", "textureFragmentShader", "" );
mpWindowContext->UseProgram( "textureVertexShader", "textureFragmentShader", "// flush shader\n" ); // flush helps profiling
if( !pProgram )
VCL_GL_INFO( "Can't compile simple copying shader !" );
else

View File

@@ -104,8 +104,7 @@ static vcl::DeleteOnDeinit< TextureAtlasVector > gTextureAtlases(new TextureAtla
}
OpenGLSalBitmap::OpenGLSalBitmap()
: mpContext(nullptr)
, mbDirtyTexture(true)
: mbDirtyTexture(true)
, mnBits(0)
, mnBytesPerRow(0)
, mnWidth(0)
@@ -124,7 +123,7 @@ OpenGLSalBitmap::~OpenGLSalBitmap()
bool OpenGLSalBitmap::Create( const OpenGLTexture& rTex, long nX, long nY, long nWidth, long nHeight )
{
static const BitmapPalette aEmptyPalette;
OpenGLZone aZone;
OpenGLVCLContextZone aContextZone;
Destroy();
VCL_GL_INFO( "OpenGLSalBitmap::Create from FBO: ["
@@ -151,7 +150,7 @@ bool OpenGLSalBitmap::Create( const OpenGLTexture& rTex, long nX, long nY, long
bool OpenGLSalBitmap::Create( const Size& rSize, sal_uInt16 nBits, const BitmapPalette& rBitmapPalette )
{
OpenGLZone aZone;
OpenGLVCLContextZone aContextZone;
Destroy();
VCL_GL_INFO( "OpenGLSalBitmap::Create with size: " << rSize );
@@ -421,7 +420,6 @@ Size OpenGLSalBitmap::GetSize() const
void OpenGLSalBitmap::ExecuteOperations()
{
makeSomeOpenGLContextCurrent();
while( !maPendingOps.empty() )
{
OpenGLSalBitmapOp* pOp = maPendingOps.front();
@@ -488,7 +486,7 @@ GLuint OpenGLSalBitmap::CreateTexture()
}
}
makeSomeOpenGLContextCurrent();
OpenGLVCLContextZone aContextZone;
lclInstantiateTexture(maTexture, mnBufWidth, mnBufHeight, nFormat, nType, pData);
@@ -516,11 +514,12 @@ bool OpenGLSalBitmap::ReadTexture()
if( pData == nullptr )
return false;
OpenGLVCLContextZone aContextZone;
if (mnBits == 8 || mnBits == 16 || mnBits == 24 || mnBits == 32)
{
determineTextureFormat(mnBits, nFormat, nType);
makeSomeOpenGLContextCurrent();
maTexture.Read(nFormat, nType, pData);
mnBufWidth = mnWidth;
mnBufHeight = mnHeight;
@@ -529,7 +528,7 @@ bool OpenGLSalBitmap::ReadTexture()
else if (mnBits == 1)
{ // convert buffers from 24-bit RGB to 1-bit Mask
std::vector<sal_uInt8> aBuffer(mnWidth * mnHeight * 3);
makeSomeOpenGLContextCurrent();
sal_uInt8* pBuffer = aBuffer.data();
determineTextureFormat(24, nFormat, nType);
maTexture.Read(nFormat, nType, pBuffer);
@@ -585,6 +584,9 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
{
OUString FragShader("areaHashCRC64TFragmentShader");
OpenGLZone aZone;
rtl::Reference< OpenGLContext > xContext = OpenGLContext::getVCLContext();
static vcl::DeleteOnDeinit<OpenGLTexture> gCRCTableTexture(
new OpenGLTexture(512, 1, GL_RGBA, GL_UNSIGNED_BYTE,
vcl_get_crc64_table()));
@@ -595,7 +597,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
int nWidth = rInputTexture.GetWidth();
int nHeight = rInputTexture.GetHeight();
OpenGLProgram* pProgram = mpContext->UseProgram("textureVertexShader", FragShader);
OpenGLProgram* pProgram = xContext->UseProgram("textureVertexShader", FragShader);
if (pProgram == nullptr)
return false;
@@ -603,7 +605,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
int nNewHeight = ceil( nHeight / 4.0 );
OpenGLTexture aFirstPassTexture = OpenGLTexture(nNewWidth, nNewHeight);
OpenGLFramebuffer* pFramebuffer = mpContext->AcquireFramebuffer(aFirstPassTexture);
OpenGLFramebuffer* pFramebuffer = xContext->AcquireFramebuffer(aFirstPassTexture);
pProgram->SetUniform1f( "xstep", 1.0 / mnWidth );
pProgram->SetUniform1f( "ystep", 1.0 / mnHeight );
@@ -623,7 +625,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
nWidth = aFirstPassTexture.GetWidth();
nHeight = aFirstPassTexture.GetHeight();
pProgram = mpContext->UseProgram("textureVertexShader", FragShader);
pProgram = xContext->UseProgram("textureVertexShader", FragShader);
if (pProgram == nullptr)
return false;
@@ -631,7 +633,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
nNewHeight = ceil( nHeight / 4.0 );
OpenGLTexture aSecondPassTexture = OpenGLTexture(nNewWidth, nNewHeight);
pFramebuffer = mpContext->AcquireFramebuffer(aSecondPassTexture);
pFramebuffer = xContext->AcquireFramebuffer(aSecondPassTexture);
pProgram->SetUniform1f( "xstep", 1.0 / mnWidth );
pProgram->SetUniform1f( "ystep", 1.0 / mnHeight );
@@ -663,7 +665,7 @@ void OpenGLSalBitmap::updateChecksum() const
OpenGLSalBitmap* pThis = const_cast<OpenGLSalBitmap*>(this);
if (!mpContext.is())
if (!mbDirtyTexture)
{
pThis->CreateTexture();
}
@@ -687,25 +689,9 @@ rtl::Reference<OpenGLContext> OpenGLSalBitmap::GetBitmapContext()
return ImplGetDefaultWindow()->GetGraphics()->GetOpenGLContext();
}
void OpenGLSalBitmap::makeSomeOpenGLContextCurrent()
{
ImplSVData* pSVData = ImplGetSVData();
// TODO: make sure we can really use the last used context
OpenGLContext *pContext = pSVData->maGDIData.mpLastContext;
while( pContext && !pContext->isInitialized() )
pContext = pContext->mpPrevContext;
if( pContext )
mpContext = pContext;
else
mpContext = GetBitmapContext();
assert(mpContext.is() && "Couldn't get an OpenGL context");
mpContext->makeCurrent();
}
BitmapBuffer* OpenGLSalBitmap::AcquireBuffer( BitmapAccessMode nMode )
{
OpenGLZone aZone;
OpenGLVCLContextZone aContextZone;
if( nMode != BITMAP_INFO_ACCESS )
{
@@ -816,7 +802,7 @@ BitmapBuffer* OpenGLSalBitmap::AcquireBuffer( BitmapAccessMode nMode )
void OpenGLSalBitmap::ReleaseBuffer( BitmapBuffer* pBuffer, BitmapAccessMode nMode )
{
OpenGLZone aZone;
OpenGLVCLContextZone aContextZone;
if( nMode == BITMAP_WRITE_ACCESS )
{
@@ -871,23 +857,22 @@ bool OpenGLSalBitmap::GetSystemData( BitmapSystemData& /*rData*/ )
bool OpenGLSalBitmap::Replace( const Color& rSearchColor, const Color& rReplaceColor, sal_uLong nTol )
{
VCL_GL_INFO("::Replace");
OpenGLZone aZone;
rtl::Reference< OpenGLContext > xContext = OpenGLContext::getVCLContext();
OpenGLFramebuffer* pFramebuffer;
OpenGLProgram* pProgram;
GetTexture();
makeSomeOpenGLContextCurrent();
pProgram = mpContext->UseProgram( "textureVertexShader",
"replaceColorFragmentShader" );
pProgram = xContext->UseProgram( "textureVertexShader",
"replaceColorFragmentShader" );
if( !pProgram )
return false;
OpenGLTexture aNewTex = OpenGLTexture( mnWidth, mnHeight );
pFramebuffer = mpContext->AcquireFramebuffer( aNewTex );
pFramebuffer = xContext->AcquireFramebuffer( aNewTex );
pProgram->SetTexture( "sampler", maTexture );
pProgram->SetColor( "search_color", rSearchColor );

View File

@@ -37,6 +37,7 @@ using vcl::BilinearKernel;
using vcl::BoxKernel;
bool OpenGLSalBitmap::ImplScaleFilter(
const rtl::Reference< OpenGLContext > &xContext,
const double& rScaleX,
const double& rScaleY,
GLenum nFilter )
@@ -47,13 +48,13 @@ bool OpenGLSalBitmap::ImplScaleFilter(
int nNewWidth( mnWidth * rScaleX );
int nNewHeight( mnHeight * rScaleY );
pProgram = mpContext->UseProgram( "textureVertexShader",
"textureFragmentShader" );
pProgram = xContext->UseProgram( "textureVertexShader",
"textureFragmentShader" );
if( !pProgram )
return false;
OpenGLTexture aNewTex(nNewWidth, nNewHeight);
pFramebuffer = mpContext->AcquireFramebuffer( aNewTex );
pFramebuffer = xContext->AcquireFramebuffer( aNewTex );
pProgram->SetTexture( "sampler", maTexture );
nOldFilter = maTexture.GetFilter();
@@ -112,6 +113,7 @@ void OpenGLSalBitmap::ImplCreateKernel(
}
bool OpenGLSalBitmap::ImplScaleConvolution(
const rtl::Reference< OpenGLContext > &xContext,
const double& rScaleX,
const double& rScaleY,
const Kernel& aKernel )
@@ -126,7 +128,7 @@ bool OpenGLSalBitmap::ImplScaleConvolution(
// TODO Make sure the framebuffer is alright
pProgram = mpContext->UseProgram( "textureVertexShader",
pProgram = xContext->UseProgram( "textureVertexShader",
"convolutionFragmentShader" );
if( pProgram == nullptr )
return false;
@@ -136,7 +138,7 @@ bool OpenGLSalBitmap::ImplScaleConvolution(
{
OpenGLTexture aScratchTex(nNewWidth, nNewHeight);
pFramebuffer = mpContext->AcquireFramebuffer( aScratchTex );
pFramebuffer = xContext->AcquireFramebuffer( aScratchTex );
for( sal_uInt32 i = 0; i < 16; i++ )
{
@@ -159,7 +161,7 @@ bool OpenGLSalBitmap::ImplScaleConvolution(
{
OpenGLTexture aScratchTex(nNewWidth, nNewHeight);
pFramebuffer = mpContext->AcquireFramebuffer( aScratchTex );
pFramebuffer = xContext->AcquireFramebuffer( aScratchTex );
for( sal_uInt32 i = 0; i < 16; i++ )
{
@@ -192,7 +194,8 @@ bool OpenGLSalBitmap::ImplScaleConvolution(
the generic case needs to also consider that some source pixels contribute
only partially to their resulting pixels (because of non-integer multiples).
*/
bool OpenGLSalBitmap::ImplScaleArea( double rScaleX, double rScaleY )
bool OpenGLSalBitmap::ImplScaleArea( const rtl::Reference< OpenGLContext > &xContext,
double rScaleX, double rScaleY )
{
int nNewWidth( mnWidth * rScaleX );
int nNewHeight( mnHeight * rScaleY );
@@ -213,14 +216,14 @@ bool OpenGLSalBitmap::ImplScaleArea( double rScaleX, double rScaleY )
// TODO Make sure the framebuffer is alright
OpenGLProgram* pProgram = mpContext->UseProgram( "textureVertexShader",
OpenGLProgram* pProgram = xContext->UseProgram( "textureVertexShader",
fast ? OUString( "areaScaleFastFragmentShader" ) : OUString( "areaScaleFragmentShader" ));
if( pProgram == nullptr )
return false;
OpenGLTexture aScratchTex(nNewWidth, nNewHeight);
OpenGLFramebuffer* pFramebuffer = mpContext->AcquireFramebuffer( aScratchTex );
OpenGLFramebuffer* pFramebuffer = xContext->AcquireFramebuffer( aScratchTex );
// NOTE: This setup is also done in OpenGLSalGraphicsImpl::DrawTransformedTexture().
if( fast )
@@ -263,31 +266,32 @@ bool OpenGLSalBitmap::ImplScale( const double& rScaleX, const double& rScaleY, B
VCL_GL_INFO( "::ImplScale" );
maUserBuffer.reset();
makeSomeOpenGLContextCurrent();
OpenGLVCLContextZone aContextZone;
rtl::Reference<OpenGLContext> xContext = OpenGLContext::getVCLContext();
if( nScaleFlag == BmpScaleFlag::Fast )
{
return ImplScaleFilter( rScaleX, rScaleY, GL_NEAREST );
return ImplScaleFilter( xContext, rScaleX, rScaleY, GL_NEAREST );
}
if( nScaleFlag == BmpScaleFlag::BiLinear )
{
return ImplScaleFilter( rScaleX, rScaleY, GL_LINEAR );
return ImplScaleFilter( xContext, rScaleX, rScaleY, GL_LINEAR );
}
else if( nScaleFlag == BmpScaleFlag::Super || nScaleFlag == BmpScaleFlag::Default )
{
const Lanczos3Kernel aKernel;
return ImplScaleConvolution( rScaleX, rScaleY, aKernel );
return ImplScaleConvolution( xContext, rScaleX, rScaleY, aKernel );
}
else if( nScaleFlag == BmpScaleFlag::BestQuality && rScaleX <= 1 && rScaleY <= 1 )
{ // Use are scaling for best quality, but only if downscaling.
return ImplScaleArea( rScaleX, rScaleY );
return ImplScaleArea( xContext, rScaleX, rScaleY );
}
else if( nScaleFlag == BmpScaleFlag::Lanczos || nScaleFlag == BmpScaleFlag::BestQuality )
{
const Lanczos3Kernel aKernel;
return ImplScaleConvolution( rScaleX, rScaleY, aKernel );
return ImplScaleConvolution( xContext, rScaleX, rScaleY, aKernel );
}
SAL_WARN( "vcl.opengl", "Invalid flag for scaling operation" );
@@ -296,7 +300,7 @@ bool OpenGLSalBitmap::ImplScale( const double& rScaleX, const double& rScaleY, B
bool OpenGLSalBitmap::Scale( const double& rScaleX, const double& rScaleY, BmpScaleFlag nScaleFlag )
{
OpenGLZone aZone;
OpenGLVCLContextZone aContextZone;
VCL_GL_INFO("::Scale " << int(nScaleFlag)
<< " from " << mnWidth << "x" << mnHeight
@@ -309,7 +313,6 @@ bool OpenGLSalBitmap::Scale( const double& rScaleX, const double& rScaleY, BmpSc
nScaleFlag == BmpScaleFlag::Default ||
nScaleFlag == BmpScaleFlag::BestQuality )
{
makeSomeOpenGLContextCurrent();
ImplScale( rScaleX, rScaleY, nScaleFlag );
return true;
}

View File

@@ -28,6 +28,7 @@
#include "opengl/framebuffer.hxx"
#include "opengl/texture.hxx"
#include "opengl/zone.hxx"
// texture with allocated size
ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, bool bAllocate ) :
@@ -38,6 +39,8 @@ ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, bool bAllocate )
mnOptStencil( 0 ),
mnFreeSlots(-1)
{
OpenGLVCLContextZone aContextZone;
glGenTextures( 1, &mnTexture );
CHECK_GL_ERROR();
glBindTexture( GL_TEXTURE_2D, mnTexture );
@@ -71,6 +74,8 @@ ImplOpenGLTexture::ImplOpenGLTexture( int nX, int nY, int nWidth, int nHeight )
mnOptStencil( 0 ),
mnFreeSlots(-1)
{
OpenGLVCLContextZone aContextZone;
// FIXME We need the window height here
// nY = GetHeight() - nHeight - nY;
@@ -104,6 +109,8 @@ ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, int nFormat, int
mnOptStencil( 0 ),
mnFreeSlots(-1)
{
OpenGLVCLContextZone aContextZone;
if( !mnTexture )
{
glGenTextures( 1, &mnTexture );
@@ -152,13 +159,18 @@ ImplOpenGLTexture::~ImplOpenGLTexture()
VCL_GL_INFO( "~OpenGLTexture " << mnTexture );
if( mnTexture != 0 )
{
OpenGLVCLContextZone aContextZone;
// FIXME: this is really not optimal performance-wise.
// Check we have been correctly un-bound from all framebuffers.
ImplSVData* pSVData = ImplGetSVData();
rtl::Reference<OpenGLContext> pContext = pSVData->maGDIData.mpLastContext;
if( pContext.is() )
{
pContext->makeCurrent();
pContext->UnbindTextureFromFramebuffers( mnTexture );
}
if( mnOptStencil != 0 )
glDeleteRenderbuffers( 1, &mnOptStencil );
@@ -426,6 +438,8 @@ void OpenGLTexture::Read( GLenum nFormat, GLenum nType, sal_uInt8* pData )
return;
}
OpenGLVCLContextZone aContextZone;
VCL_GL_INFO( "Reading texture " << Id() << " " << GetWidth() << "x" << GetHeight() );
if( GetWidth() == mpImpl->mnWidth && GetHeight() == mpImpl->mnHeight )

View File

@@ -32,6 +32,7 @@
#endif
#include "svdata.hxx"
#include "salgdi.hxx"
#include <opengl/framebuffer.hxx>
#include <opengl/program.hxx>
@@ -1443,6 +1444,43 @@ void OpenGLContext::makeCurrent()
registerAsCurrent();
}
rtl::Reference<OpenGLContext> OpenGLContext::getVCLContext(bool bMakeIfNecessary)
{
ImplSVData* pSVData = ImplGetSVData();
OpenGLContext *pContext = pSVData->maGDIData.mpLastContext;
while( pContext )
{
// check if this context is usable
if( pContext->isInitialized() && pContext->isVCLOnly() )
break;
pContext = pContext->mpPrevContext;
}
rtl::Reference<OpenGLContext> xContext;
if( !pContext && bMakeIfNecessary )
{
// create our magic fallback window context.
xContext = ImplGetDefaultContextWindow()->GetGraphics()->GetOpenGLContext();
assert(xContext.is());
}
else
xContext = pContext;
if( xContext.is() )
xContext->makeCurrent();
return xContext;
}
/*
* We don't care what context we have, but we want one that is live,
* ie. not reset underneath us, and is setup for VCL usage - ideally
* not swapping context at all.
*/
void OpenGLContext::makeVCLCurrent()
{
getVCLContext(true);
}
void OpenGLContext::registerAsCurrent()
{
ImplSVData* pSVData = ImplGetSVData();

View File

@@ -943,6 +943,11 @@ void OpenGLZone::hardDisable()
}
}
OpenGLVCLContextZone::OpenGLVCLContextZone()
{
OpenGLContext::makeVCLCurrent();
}
bool OpenGLHelper::isVCLOpenGLEnabled()
{
/**