When redrawing surfaces, use_shader() checks if the desired shader is
already in use to avoid a call to glUseProgram(). However, once the
debug binding is activated, that same check would prevent the usage of
the recompiled shaders until something cause a different shader to be
passed to use_shader().
---
src/gl-renderer.c | 4 ++++
1 file changed, 4 insertions(+)
diff --git a/src/gl-renderer.c b/src/gl-renderer.c
index 664f395..d459c21 100644
--- a/src/gl-renderer.c
+++ b/src/gl-renderer.c
@@ -1808,6 +1808,10 @@ fragment_debug_binding(struct wl_seat *seat, uint32_t
time, uint32_t key,
compile_shaders(ec);
+ /* Force use_shader() to call glUseProgram(), since we need to use
+ * the recompiled version of the shader. */
+ gr->current_shader = NULL;
+
wl_list_for_each(output, &ec->output_list, link)
weston_output_damage(output);
}
--
1.7.10.4
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