[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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