Files
libreoffice/vcl/source/opengl/OpenGLContext.cxx
Miklos Vajna 2a6171ed6f tdf#104893 vcl opengl: fix assert failure when starting chart editing
OpenGLContext::prepareForYield() assumed that in case we have a current
context, then it's the last one, but that's not the case for chart windows
since commit 78b100ec9c (only init the OpenGL
context if we need it, 2016-06-07), which creates an OpenGLContext instance
(which is then the last one in the context list) but explicitly doesn't
initialize it (so that it would become the current one).

Fix the problem by resetting not the last but the last current context.

Change-Id: Ie0e96927473290590cd6333e5cdcb7daa009431b
Reviewed-on: https://gerrit.libreoffice.org/54495
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Miklos Vajna <vmiklos@collabora.co.uk>
2018-05-18 09:19:41 +02:00

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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#include <chrono>
#include <vcl/opengl/OpenGLContext.hxx>
#include <vcl/opengl/OpenGLHelper.hxx>
#include <vcl/opengl/OpenGLWrapper.hxx>
#include <vcl/syschild.hxx>
#include <vcl/sysdata.hxx>
#include <vcl/bitmapaccess.hxx>
#include <vcl/graph.hxx>
#include <osl/thread.hxx>
#include <svdata.hxx>
#include <salgdi.hxx>
#include <salinst.hxx>
#include <opengl/framebuffer.hxx>
#include <opengl/program.hxx>
#include <opengl/texture.hxx>
#include <opengl/zone.hxx>
#include <opengl/RenderState.hxx>
#include <config_features.h>
using namespace com::sun::star;
#define MAX_FRAMEBUFFER_COUNT 30
static sal_Int64 nBufferSwapCounter = 0;
GLWindow::~GLWindow()
{
}
bool GLWindow::Synchronize(bool /*bOnoff*/) const
{
return false;
}
OpenGLContext::OpenGLContext():
mpWindow(nullptr),
m_pChildWindow(nullptr),
mbInitialized(false),
mnRefCount(0),
mbRequestLegacyContext(false),
mbUseDoubleBufferedRendering(true),
mbVCLOnly(false),
mnFramebufferCount(0),
mpCurrentFramebuffer(nullptr),
mpFirstFramebuffer(nullptr),
mpLastFramebuffer(nullptr),
mpCurrentProgram(nullptr),
mpRenderState(new RenderState),
mpPrevContext(nullptr),
mpNextContext(nullptr)
{
VCL_GL_INFO("new context: " << this);
ImplSVData* pSVData = ImplGetSVData();
if( pSVData->maGDIData.mpLastContext )
{
pSVData->maGDIData.mpLastContext->mpNextContext = this;
mpPrevContext = pSVData->maGDIData.mpLastContext;
}
pSVData->maGDIData.mpLastContext = this;
// FIXME: better hope we call 'makeCurrent' soon to preserve
// the invariant that the last item is the current context.
}
OpenGLContext::~OpenGLContext()
{
assert (mnRefCount == 0);
mnRefCount = 1; // guard the shutdown paths.
VCL_GL_INFO("delete context: " << this);
reset();
ImplSVData* pSVData = ImplGetSVData();
if( mpPrevContext )
mpPrevContext->mpNextContext = mpNextContext;
if( mpNextContext )
mpNextContext->mpPrevContext = mpPrevContext;
else
pSVData->maGDIData.mpLastContext = mpPrevContext;
m_pChildWindow.disposeAndClear();
assert (mnRefCount == 1);
}
// release associated child-window if we have one
void OpenGLContext::dispose()
{
reset();
m_pChildWindow.disposeAndClear();
}
rtl::Reference<OpenGLContext> OpenGLContext::Create()
{
return rtl::Reference<OpenGLContext>(ImplGetSVData()->mpDefInst->CreateOpenGLContext());
}
void OpenGLContext::requestLegacyContext()
{
mbRequestLegacyContext = true;
}
#ifdef DBG_UTIL
namespace {
const char* getSeverityString(GLenum severity)
{
switch(severity)
{
case GL_DEBUG_SEVERITY_LOW:
return "low";
case GL_DEBUG_SEVERITY_MEDIUM:
return "medium";
case GL_DEBUG_SEVERITY_HIGH:
return "high";
default:
;
}
return "unknown";
}
const char* getSourceString(GLenum source)
{
switch(source)
{
case GL_DEBUG_SOURCE_API:
return "API";
case GL_DEBUG_SOURCE_SHADER_COMPILER:
return "shader compiler";
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
return "window system";
case GL_DEBUG_SOURCE_THIRD_PARTY:
return "third party";
case GL_DEBUG_SOURCE_APPLICATION:
return "Libreoffice";
case GL_DEBUG_SOURCE_OTHER:
return "unknown";
default:
;
}
return "unknown";
}
const char* getTypeString(GLenum type)
{
switch(type)
{
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
return "deprecated behavior";
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
return "undefined behavior";
case GL_DEBUG_TYPE_PERFORMANCE:
return "performance";
case GL_DEBUG_TYPE_PORTABILITY:
return "portability";
case GL_DEBUG_TYPE_MARKER:
return "marker";
case GL_DEBUG_TYPE_PUSH_GROUP:
return "push group";
case GL_DEBUG_TYPE_POP_GROUP:
return "pop group";
case GL_DEBUG_TYPE_OTHER:
return "other";
case GL_DEBUG_TYPE_ERROR:
return "error";
default:
;
}
return "unknown";
}
extern "C" void
#if defined _WIN32
APIENTRY
#endif
debug_callback(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei , const GLchar* message,
const GLvoid*)
{
// ignore Nvidia's 131218: "Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches."
// the GLSL compiler is a bit too aggressive in optimizing the state based on the current OpenGL state
// ignore 131185: "Buffer detailed info: Buffer object x (bound to GL_ARRAY_BUFFER_ARB,
// usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations."
if (id == 131218 || id == 131185)
return;
SAL_WARN("vcl.opengl", "OpenGL debug message: source: " << getSourceString(source) << ", type: "
<< getTypeString(type) << ", id: " << id << ", severity: " << getSeverityString(severity) << ", with message: " << message);
}
}
#endif
bool OpenGLContext::init( vcl::Window* pParent )
{
if(mbInitialized)
return true;
OpenGLZone aZone;
m_xWindow.reset(pParent ? nullptr : VclPtr<vcl::Window>::Create(nullptr, WB_NOBORDER|WB_NODIALOGCONTROL));
mpWindow = pParent ? pParent : m_xWindow.get();
if(m_xWindow)
m_xWindow->setPosSizePixel(0,0,0,0);
//tdf#108069 we may be initted twice, so dispose earlier effort
m_pChildWindow.disposeAndClear();
initWindow();
return ImplInit();
}
bool OpenGLContext::init(SystemChildWindow* pChildWindow)
{
if(mbInitialized)
return true;
if( !pChildWindow )
return false;
OpenGLZone aZone;
mpWindow = pChildWindow->GetParent();
m_pChildWindow = pChildWindow;
initWindow();
return ImplInit();
}
bool OpenGLContext::ImplInit()
{
VCL_GL_INFO("OpenGLContext not implemented for this platform");
return false;
}
OUString getGLString(GLenum eGlEnum)
{
OUString sString;
const GLubyte* pString = glGetString(eGlEnum);
if (pString)
{
sString = OUString::createFromAscii(reinterpret_cast<const sal_Char*>(pString));
}
CHECK_GL_ERROR();
return sString;
}
bool OpenGLContext::InitGL()
{
VCL_GL_INFO("OpenGLContext::ImplInit----end");
VCL_GL_INFO("Vendor: " << getGLString(GL_VENDOR) << " Renderer: " << getGLString(GL_RENDERER) << " GL version: " << OpenGLHelper::getGLVersion());
mbInitialized = true;
// I think we need at least GL 3.0
if (epoxy_gl_version() < 30)
{
SAL_WARN("vcl.opengl", "We don't have at least OpenGL 3.0");
return false;
}
// Check that some "optional" APIs that we use unconditionally are present
if (!glBindFramebuffer)
{
SAL_WARN("vcl.opengl", "We don't have glBindFramebuffer");
return false;
}
return true;
}
void OpenGLContext::InitGLDebugging()
{
#ifdef DBG_UTIL
// only enable debug output in dbgutil build
if (epoxy_has_gl_extension("GL_ARB_debug_output"))
{
OpenGLZone aZone;
if (glDebugMessageCallbackARB)
{
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageCallbackARB(&debug_callback, nullptr);
#ifdef GL_DEBUG_SEVERITY_NOTIFICATION_ARB
// Ignore i965s shader compiler notification flood.
glDebugMessageControlARB(GL_DEBUG_SOURCE_SHADER_COMPILER_ARB, GL_DEBUG_TYPE_OTHER_ARB, GL_DEBUG_SEVERITY_NOTIFICATION_ARB, 0, nullptr, true);
#endif
}
else if ( glDebugMessageCallback )
{
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(&debug_callback, nullptr);
// Ignore i965s shader compiler notification flood.
glDebugMessageControl(GL_DEBUG_SOURCE_SHADER_COMPILER, GL_DEBUG_TYPE_OTHER, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, true);
}
}
// Test hooks for inserting tracing messages into the stream
VCL_GL_INFO("LibreOffice GLContext initialized");
#endif
}
void OpenGLContext::restoreDefaultFramebuffer()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void OpenGLContext::setWinPosAndSize(const Point &rPos, const Size& rSize)
{
if (m_xWindow)
m_xWindow->SetPosSizePixel(rPos, rSize);
if (m_pChildWindow)
m_pChildWindow->SetPosSizePixel(rPos, rSize);
GLWindow& rGLWin = getModifiableOpenGLWindow();
rGLWin.Width = rSize.Width();
rGLWin.Height = rSize.Height();
adjustToNewSize();
}
void OpenGLContext::adjustToNewSize()
{
const GLWindow& rGLWin = getOpenGLWindow();
glViewport(0, 0, rGLWin.Width, rGLWin.Height);
}
void OpenGLContext::setWinSize(const Size& rSize)
{
if(m_xWindow)
m_xWindow->SetSizePixel(rSize);
if( m_pChildWindow )
m_pChildWindow->SetSizePixel(rSize);
GLWindow& rGLWin = getModifiableOpenGLWindow();
rGLWin.Width = rSize.Width();
rGLWin.Height = rSize.Height();
}
void OpenGLContext::InitChildWindow(SystemChildWindow *pChildWindow)
{
pChildWindow->SetMouseTransparent(true);
pChildWindow->SetParentClipMode(ParentClipMode::Clip);
pChildWindow->EnableEraseBackground(false);
pChildWindow->SetControlForeground();
pChildWindow->SetControlBackground();
}
void OpenGLContext::initWindow()
{
}
void OpenGLContext::destroyCurrentContext()
{
//nothing by default
}
void OpenGLContext::reset()
{
if( !mbInitialized )
return;
OpenGLZone aZone;
// reset the clip region
maClipRegion.SetEmpty();
mpRenderState.reset(new RenderState);
// destroy all framebuffers
if( mpLastFramebuffer )
{
OpenGLFramebuffer* pFramebuffer = mpLastFramebuffer;
makeCurrent();
while( pFramebuffer )
{
OpenGLFramebuffer* pPrevFramebuffer = pFramebuffer->mpPrevFramebuffer;
delete pFramebuffer;
pFramebuffer = pPrevFramebuffer;
}
mnFramebufferCount = 0;
mpFirstFramebuffer = nullptr;
mpLastFramebuffer = nullptr;
}
// destroy all programs
if( !maPrograms.empty() )
{
makeCurrent();
maPrograms.clear();
}
if( isCurrent() )
resetCurrent();
mbInitialized = false;
// destroy the context itself
destroyCurrentContext();
}
SystemWindowData OpenGLContext::generateWinData(vcl::Window* /*pParent*/, bool /*bRequestLegacyContext*/)
{
SystemWindowData aWinData;
memset(&aWinData, 0, sizeof(aWinData));
return aWinData;
}
bool OpenGLContext::isCurrent()
{
(void) this; // loplugin:staticmethods
return false;
}
void OpenGLContext::makeCurrent()
{
if (isCurrent())
return;
OpenGLZone aZone;
clearCurrent();
// by default nothing else to do
registerAsCurrent();
}
bool OpenGLContext::isAnyCurrent()
{
return false;
}
bool OpenGLContext::hasCurrent()
{
ImplSVData* pSVData = ImplGetSVData();
rtl::Reference<OpenGLContext> pCurrentCtx = pSVData->maGDIData.mpLastContext;
return pCurrentCtx.is() && pCurrentCtx->isAnyCurrent();
}
void OpenGLContext::clearCurrent()
{
ImplSVData* pSVData = ImplGetSVData();
// release all framebuffers from the old context so we can re-attach the
// texture in the new context
rtl::Reference<OpenGLContext> pCurrentCtx = pSVData->maGDIData.mpLastContext;
if( pCurrentCtx.is() && pCurrentCtx->isCurrent() )
pCurrentCtx->ReleaseFramebuffers();
}
void OpenGLContext::prepareForYield()
{
ImplSVData* pSVData = ImplGetSVData();
// release all framebuffers from the old context so we can re-attach the
// texture in the new context
rtl::Reference<OpenGLContext> pCurrentCtx = pSVData->maGDIData.mpLastContext;
if ( !pCurrentCtx.is() )
return; // Not using OpenGL
SAL_INFO("vcl.opengl", "Unbinding contexts in preparation for yield");
// Find the first context that is current and reset it.
// Usually the last context is the current, but not in case a new
// OpenGLContext is created already but not yet initialized.
while (pCurrentCtx.is())
{
if (pCurrentCtx->isCurrent())
{
pCurrentCtx->resetCurrent();
break;
}
pCurrentCtx = pCurrentCtx->mpPrevContext;
}
assert (!hasCurrent());
}
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;
vcl::Window* pDefWindow = !pContext && bMakeIfNecessary ? ImplGetDefaultWindow() : nullptr;
if (pDefWindow)
{
// create our magic fallback window context.
#if HAVE_FEATURE_OPENGL
xContext = pDefWindow->GetGraphics()->GetOpenGLContext();
assert(xContext.is());
#endif
}
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();
}
void OpenGLContext::registerAsCurrent()
{
ImplSVData* pSVData = ImplGetSVData();
// move the context to the end of the contexts list
static int nSwitch = 0;
VCL_GL_INFO("******* CONTEXT SWITCH " << ++nSwitch << " *********");
if( mpNextContext )
{
if( mpPrevContext )
mpPrevContext->mpNextContext = mpNextContext;
mpNextContext->mpPrevContext = mpPrevContext;
mpPrevContext = pSVData->maGDIData.mpLastContext;
mpNextContext = nullptr;
pSVData->maGDIData.mpLastContext->mpNextContext = this;
pSVData->maGDIData.mpLastContext = this;
}
// sync the render state with the current context
mpRenderState->sync();
}
void OpenGLContext::resetCurrent()
{
clearCurrent();
// by default nothing else to do
}
void OpenGLContext::swapBuffers()
{
// by default nothing else to do
BuffersSwapped();
}
void OpenGLContext::BuffersSwapped()
{
nBufferSwapCounter++;
static bool bSleep = getenv("SAL_GL_SLEEP_ON_SWAP");
if (bSleep)
{
// half a second.
osl::Thread::wait( std::chrono::milliseconds(500) );
}
}
sal_Int64 OpenGLWrapper::getBufferSwapCounter()
{
return nBufferSwapCounter;
}
void OpenGLContext::sync()
{
// default is nothing
(void) this; // loplugin:staticmethods
}
void OpenGLContext::show()
{
if (m_pChildWindow)
m_pChildWindow->Show();
else if (m_xWindow)
m_xWindow->Show();
}
SystemChildWindow* OpenGLContext::getChildWindow()
{
return m_pChildWindow;
}
const SystemChildWindow* OpenGLContext::getChildWindow() const
{
return m_pChildWindow;
}
bool OpenGLContext::BindFramebuffer( OpenGLFramebuffer* pFramebuffer )
{
OpenGLZone aZone;
if( pFramebuffer != mpCurrentFramebuffer )
{
if( pFramebuffer )
pFramebuffer->Bind();
else
OpenGLFramebuffer::Unbind();
mpCurrentFramebuffer = pFramebuffer;
}
return true;
}
void OpenGLContext::AcquireDefaultFramebuffer()
{
BindFramebuffer( nullptr );
}
OpenGLFramebuffer* OpenGLContext::AcquireFramebuffer( const OpenGLTexture& rTexture )
{
OpenGLZone aZone;
OpenGLFramebuffer* pFramebuffer = nullptr;
OpenGLFramebuffer* pFreeFbo = nullptr;
OpenGLFramebuffer* pSameSizeFbo = nullptr;
// check if there is already a framebuffer attached to that texture
pFramebuffer = mpLastFramebuffer;
while( pFramebuffer )
{
if( pFramebuffer->IsAttached( rTexture ) )
break;
if( !pFreeFbo && pFramebuffer->IsFree() )
pFreeFbo = pFramebuffer;
if( !pSameSizeFbo &&
pFramebuffer->GetWidth() == rTexture.GetWidth() &&
pFramebuffer->GetHeight() == rTexture.GetHeight() )
pSameSizeFbo = pFramebuffer;
pFramebuffer = pFramebuffer->mpPrevFramebuffer;
}
// else use any framebuffer having the same size
if( !pFramebuffer && pSameSizeFbo )
pFramebuffer = pSameSizeFbo;
// else use the first free framebuffer
if( !pFramebuffer && pFreeFbo )
pFramebuffer = pFreeFbo;
// if there isn't any free one, create a new one if the limit isn't reached
if( !pFramebuffer && mnFramebufferCount < MAX_FRAMEBUFFER_COUNT )
{
mnFramebufferCount++;
pFramebuffer = new OpenGLFramebuffer();
if( mpLastFramebuffer )
{
pFramebuffer->mpPrevFramebuffer = mpLastFramebuffer;
mpLastFramebuffer = pFramebuffer;
}
else
{
mpFirstFramebuffer = pFramebuffer;
mpLastFramebuffer = pFramebuffer;
}
}
// last try, use any framebuffer
// TODO order the list of framebuffers as a LRU
if( !pFramebuffer )
pFramebuffer = mpFirstFramebuffer;
assert( pFramebuffer );
BindFramebuffer( pFramebuffer );
pFramebuffer->AttachTexture( rTexture );
state().viewport(tools::Rectangle(Point(), Size(rTexture.GetWidth(), rTexture.GetHeight())));
return pFramebuffer;
}
// FIXME: this method is rather grim from a perf. perspective.
// We should instead (eventually) use pointers to associate the
// framebuffer and texture cleanly.
void OpenGLContext::UnbindTextureFromFramebuffers( GLuint nTexture )
{
OpenGLFramebuffer* pFramebuffer;
// see if there is a framebuffer attached to that texture
pFramebuffer = mpLastFramebuffer;
while( pFramebuffer )
{
if (pFramebuffer->IsAttached(nTexture))
{
BindFramebuffer(pFramebuffer);
pFramebuffer->DetachTexture();
}
pFramebuffer = pFramebuffer->mpPrevFramebuffer;
}
// Lets just check that no other context has a framebuffer
// with this texture - that would be bad ...
assert( !IsTextureAttachedAnywhere( nTexture ) );
}
/// Method for debugging; check texture is not already attached.
bool OpenGLContext::IsTextureAttachedAnywhere( GLuint nTexture )
{
ImplSVData* pSVData = ImplGetSVData();
for( auto *pCheck = pSVData->maGDIData.mpLastContext; pCheck;
pCheck = pCheck->mpPrevContext )
{
for( auto pBuffer = pCheck->mpLastFramebuffer; pBuffer;
pBuffer = pBuffer->mpPrevFramebuffer )
{
if( pBuffer->IsAttached( nTexture ) )
return true;
}
}
return false;
}
void OpenGLContext::ReleaseFramebuffer( OpenGLFramebuffer* pFramebuffer )
{
if( pFramebuffer )
pFramebuffer->DetachTexture();
}
void OpenGLContext::ReleaseFramebuffer( const OpenGLTexture& rTexture )
{
OpenGLZone aZone;
if (!rTexture) // no texture to release.
return;
OpenGLFramebuffer* pFramebuffer = mpLastFramebuffer;
while( pFramebuffer )
{
if( pFramebuffer->IsAttached( rTexture ) )
{
BindFramebuffer( pFramebuffer );
pFramebuffer->DetachTexture();
if (mpCurrentFramebuffer == pFramebuffer)
BindFramebuffer( nullptr );
}
pFramebuffer = pFramebuffer->mpPrevFramebuffer;
}
}
void OpenGLContext::ReleaseFramebuffers()
{
OpenGLZone aZone;
OpenGLFramebuffer* pFramebuffer = mpLastFramebuffer;
while( pFramebuffer )
{
if (!pFramebuffer->IsFree())
{
BindFramebuffer( pFramebuffer );
pFramebuffer->DetachTexture();
}
pFramebuffer = pFramebuffer->mpPrevFramebuffer;
}
BindFramebuffer( nullptr );
}
OpenGLProgram* OpenGLContext::GetProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const rtl::OString& preamble )
{
OpenGLZone aZone;
// We cache the shader programs in a per-process run-time cache
// based on only the names and the preamble. We don't expect
// shader source files to change during the lifetime of a
// LibreOffice process.
rtl::OString aNameBasedKey = OUStringToOString(rVertexShader + "+" + rFragmentShader, RTL_TEXTENCODING_UTF8) + "+" + preamble;
if( !aNameBasedKey.isEmpty() )
{
ProgramCollection::iterator it = maPrograms.find( aNameBasedKey );
if( it != maPrograms.end() )
return it->second.get();
}
// Binary shader programs are cached persistently (between
// LibreOffice process instances) based on a hash of their source
// code, as the source code can and will change between
// LibreOffice versions even if the shader names don't change.
rtl::OString aPersistentKey = OpenGLHelper::GetDigest( rVertexShader, rFragmentShader, preamble );
std::shared_ptr<OpenGLProgram> pProgram = std::make_shared<OpenGLProgram>();
if( !pProgram->Load( rVertexShader, rFragmentShader, preamble, aPersistentKey ) )
return nullptr;
maPrograms.insert(std::make_pair(aNameBasedKey, pProgram));
return pProgram.get();
}
OpenGLProgram* OpenGLContext::UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble )
{
OpenGLZone aZone;
OpenGLProgram* pProgram = GetProgram( rVertexShader, rFragmentShader, preamble );
if (pProgram && pProgram == mpCurrentProgram)
{
VCL_GL_INFO("Context::UseProgram: Reusing existing program " << pProgram->Id());
pProgram->Reuse();
return pProgram;
}
mpCurrentProgram = pProgram;
if (!mpCurrentProgram)
{
SAL_WARN("vcl.opengl", "OpenGLContext::UseProgram: mpCurrentProgram is 0");
return nullptr;
}
mpCurrentProgram->Use();
return mpCurrentProgram;
}
void OpenGLContext::UseNoProgram()
{
if( mpCurrentProgram == nullptr )
return;
mpCurrentProgram = nullptr;
glUseProgram( 0 );
CHECK_GL_ERROR();
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */