On Mon, Dec 03, 2012 at 05:08:11PM +0200, Ander Conselvan de Oliveira wrote: > 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().
That looks good, thanks. Kristian > --- > 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 > > _______________________________________________ > wayland-devel mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/wayland-devel _______________________________________________ wayland-devel mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/wayland-devel
