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-rw-r--r--vcl/source/opengl/OpenGLContext.cxx809
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: */