[Libreoffice-commits] core.git: 3 commits - chart2/source vcl/source

Markus Mohrhard markus.mohrhard at googlemail.com
Thu Aug 14 15:03:17 PDT 2014


 chart2/source/view/main/GL3DRenderer.cxx |    2 ++
 vcl/source/opengl/OpenGLContext.cxx      |    6 +-----
 vcl/source/opengl/OpenGLHelper.cxx       |    4 ++--
 3 files changed, 5 insertions(+), 7 deletions(-)

New commits:
commit 8378bb3122417885db741dc8b6d770863afb72bd
Author: Markus Mohrhard <markus.mohrhard at googlemail.com>
Date:   Fri Aug 15 00:01:54 2014 +0200

    fix OSX check for GL_EXT_texture_array
    
    For some reason the extension is supported in GL but not in GLSL.
    
    Change-Id: I1cad8baea23e80714269454af23fca87ea9e2949

diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx
index d31e5d1..7e82334 100644
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -256,8 +256,10 @@ void OpenGL3DRenderer::ShaderResources::LoadShaders()
         m_3DBatchVertexID = glGetAttribLocation(m_3DBatchProID, "vertexPositionModelspace");
         m_3DBatchNormalID = glGetAttribLocation(m_3DBatchProID, "vertexNormalModelspace");
         m_3DBatchColorID = glGetAttribLocation(m_3DBatchProID, "barColor");
+#if !defined MACOSX
         //check whether the texture array is support
         mbTexBatchSupport = GLEW_EXT_texture_array == 1;
+#endif
         if (mbTexBatchSupport)
         {
             m_BatchTextProID = OpenGLHelper::LoadShaders("textVertexShaderBatch", "textFragmentShaderBatch");
commit 0b48025baf41ab58f7fd174d2cda856e0aa5d5ea
Author: Markus Mohrhard <markus.mohrhard at googlemail.com>
Date:   Fri Aug 15 00:00:38 2014 +0200

    seems like the better approach for getting it working
    
    Change-Id: I18d5ecc9a14a6eb8ad8c6ea5ec9835dbe8f5db40

diff --git a/vcl/source/opengl/OpenGLContext.cxx b/vcl/source/opengl/OpenGLContext.cxx
index 12b3f7c..707b0d8 100644
--- a/vcl/source/opengl/OpenGLContext.cxx
+++ b/vcl/source/opengl/OpenGLContext.cxx
@@ -475,12 +475,8 @@ bool OpenGLContext::ImplInit()
 #elif defined( MACOSX )
 
     CGLPixelFormatAttribute pixelFormatAttributes[] = {
-#ifdef kCGLPFAOpenGLProfile // Available in OS X 10.7 and later
+#if MACOSX_SDK_VERSION > 1060
         kCGLPFAOpenGLProfile, (CGLPixelFormatAttribute) kCGLOGLPVersion_3_2_Core,
-#else
-        // Will we then get run-time error on OS X < 10.7? Why can't
-        // we just require building against the 10.9 SDK or later, and
-        // running on 10.7 at least.
 #endif
         kCGLPFAColorSize, (CGLPixelFormatAttribute) 24,
         kCGLPFAAlphaSize, (CGLPixelFormatAttribute) 8,
commit ae1c06be2920043f74b5713c1efd573e54e0460a
Author: Markus Mohrhard <markus.mohrhard at googlemail.com>
Date:   Thu Aug 14 23:33:37 2014 +0200

    improve debug message for shader compilatione errors
    
    Change-Id: I14106870bd46c081a574d28f416278b848544fcc

diff --git a/vcl/source/opengl/OpenGLHelper.cxx b/vcl/source/opengl/OpenGLHelper.cxx
index d58b537..ab10a25 100644
--- a/vcl/source/opengl/OpenGLHelper.cxx
+++ b/vcl/source/opengl/OpenGLHelper.cxx
@@ -83,7 +83,7 @@ GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,const OUString
             std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
             glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
             VertexShaderErrorMessage.push_back('\0');
-            SAL_WARN("vcl.opengl", "vertex shader compile failed : " << &VertexShaderErrorMessage[0]);
+            SAL_WARN("vcl.opengl", "vertex shader compile for " << rVertexShaderName << " failed : " << &VertexShaderErrorMessage[0]);
         }
         else
             SAL_WARN("vcl.opengl", "vertex shader compile failed without error log");
@@ -107,7 +107,7 @@ GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,const OUString
             std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
             glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
             FragmentShaderErrorMessage.push_back('\0');
-            SAL_WARN("vcl.opengl", "fragment shader compile failed : " << &FragmentShaderErrorMessage[0]);
+            SAL_WARN("vcl.opengl", "fragment shader compile for " << rFragmentShaderName << " failed : " << &FragmentShaderErrorMessage[0]);
         }
         else
             SAL_WARN("vcl.opengl", "fragment shader compile failed without error log");


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