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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 16:51:28 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 16:51:28 +0000 |
commit | 940b4d1848e8c70ab7642901a68594e8016caffc (patch) | |
tree | eb72f344ee6c3d9b80a7ecc079ea79e9fba8676d /vcl/source/opengl/OpenGLContext.cxx | |
parent | Initial commit. (diff) | |
download | libreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.tar.xz libreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.zip |
Adding upstream version 1:7.0.4.upstream/1%7.0.4upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'vcl/source/opengl/OpenGLContext.cxx')
-rw-r--r-- | vcl/source/opengl/OpenGLContext.cxx | 809 |
1 files changed, 809 insertions, 0 deletions
diff --git a/vcl/source/opengl/OpenGLContext.cxx b/vcl/source/opengl/OpenGLContext.cxx new file mode 100644 index 000000000..c959dac4d --- /dev/null +++ b/vcl/source/opengl/OpenGLContext.cxx @@ -0,0 +1,809 @@ +/* -*- 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 <osl/thread.hxx> +#include <sal/log.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), + 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::ImplInit() +{ + VCL_GL_INFO("OpenGLContext not implemented for this platform"); + return false; +} + +static OUString getGLString(GLenum eGlEnum) +{ + OUString sString; + const GLubyte* pString = glGetString(eGlEnum); + if (pString) + { + sString = OUString::createFromAscii(reinterpret_cast<const 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 i965’s 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 i965’s 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::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*/) +{ + return {}; +} + +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; +} + +void OpenGLContext::BindFramebuffer( OpenGLFramebuffer* pFramebuffer ) +{ + OpenGLZone aZone; + + if( pFramebuffer != mpCurrentFramebuffer ) + { + if( pFramebuffer ) + pFramebuffer->Bind(); + else + OpenGLFramebuffer::Unbind(); + mpCurrentFramebuffer = pFramebuffer; + } +} + +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 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. + 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. + 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; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |