[Libreoffice-commits] core.git: Branch 'feature/fixes38' - vcl/source
László Németh
laszlo.nemeth at collabora.com
Fri Mar 3 12:48:30 UTC 2017
vcl/source/opengl/OpenGLHelper.cxx | 22 +++++-----------------
1 file changed, 5 insertions(+), 17 deletions(-)
New commits:
commit e06c37840a821c9aad55d03899a7d5b745a0c735
Author: László Németh <laszlo.nemeth at collabora.com>
Date: Fri Mar 3 13:15:06 2017 +0100
Revert "Don't re-read the same glsl files over and over again"
This reverts commit b69e55bdb2544f3fcc492d535a77ff17022ed6d5.
Conflicts:
vcl/source/opengl/OpenGLHelper.cxx
diff --git a/vcl/source/opengl/OpenGLHelper.cxx b/vcl/source/opengl/OpenGLHelper.cxx
index 12f6151..1ff77b3 100644
--- a/vcl/source/opengl/OpenGLHelper.cxx
+++ b/vcl/source/opengl/OpenGLHelper.cxx
@@ -87,18 +87,6 @@ OString loadShader(const OUString& rFilename)
return OString();
}
-OString& getShaderSource(const OUString& rFilename)
-{
- static std::unordered_map<OUString, OString, OUStringHash> aMap;
-
- if (aMap.find(rFilename) == aMap.end())
- {
- aMap[rFilename] = loadShader(rFilename);
- }
-
- return aMap[rFilename];
-}
-
}
namespace {
@@ -203,8 +191,8 @@ namespace
const OString& rPreamble )
{
// read shaders source
- OString aVertexShaderSource = getShaderSource( rVertexShaderName );
- OString aFragmentShaderSource = getShaderSource( rFragmentShaderName );
+ OString aVertexShaderSource = loadShader( rVertexShaderName );
+ OString aFragmentShaderSource = loadShader( rFragmentShaderName );
// get info about the graphic device
#if defined( SAL_UNX ) && !defined( MACOSX ) && !defined( IOS )&& !defined( ANDROID )
@@ -394,11 +382,11 @@ GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,
GLint ProgramID = glCreateProgram();
// read shaders from file
- OString aVertexShaderSource = getShaderSource(rVertexShaderName);
- OString aFragmentShaderSource = getShaderSource(rFragmentShaderName);
+ OString aVertexShaderSource = loadShader(rVertexShaderName);
+ OString aFragmentShaderSource = loadShader(rFragmentShaderName);
OString aGeometryShaderSource;
if (bHasGeometryShader)
- aGeometryShaderSource = getShaderSource(rGeometryShaderName);
+ aGeometryShaderSource = loadShader(rGeometryShaderName);
GLint bBinaryResult = GL_FALSE;
if( GLEW_ARB_get_program_binary && !rDigest.isEmpty() )
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