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authorSven Gothel <[email protected]>2012-10-31 21:32:28 +0100
committerSven Gothel <[email protected]>2012-10-31 21:32:28 +0100
commit875a36a142b086e4f1c311440db008f816258de5 (patch)
tree0173b5added3753d7e6acdad93a3c3b46d4f15bb /src/jogl
parent1cd40d8284f2f8d0da9b40c4ea714a20aad97094 (diff)
MacOSXCGLContext: Fix ShaderCode instantiation .. (duh!) ; Tested via reparenting TestParentingFocusTraversal01AWT
Diffstat (limited to 'src/jogl')
-rw-r--r--src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java31
1 files changed, 9 insertions, 22 deletions
diff --git a/src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java b/src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java
index 518d97067..360b7457b 100644
--- a/src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java
+++ b/src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java
@@ -138,32 +138,19 @@ public abstract class MacOSXCGLContext extends GLContextImpl
}
}
- /** Static instances of GL3 core shader code, initialized lazy when required - never destroyed. */
- private static Object gl3ShaderLock = new Object();
- private static volatile boolean gl3VertexShaderInitialized = false;
- private static ShaderCode gl3VertexShader = null;
- private static ShaderCode gl3FragmentShader = null;
+ private static final String shaderBasename = "texture01_xxx";
private static ShaderProgram createCALayerShader(GL3 gl) {
- // Create vertex & fragment shader code objects
- if( !gl3VertexShaderInitialized ) { // volatile OK
- synchronized( gl3ShaderLock ) {
- if( !gl3VertexShaderInitialized ) {
- final String shaderBasename = "texture01_xxx";
- gl3VertexShader = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, MacOSXCGLContext.class,
- "../../shader", "../../shader/bin", shaderBasename, true);
- gl3FragmentShader = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, MacOSXCGLContext.class,
- "../../shader", "../../shader/bin", shaderBasename, true);
- gl3VertexShader.defaultShaderCustomization(gl, true, ShaderCode.es2_default_precision_vp);
- gl3FragmentShader.defaultShaderCustomization(gl, true, ShaderCode.es2_default_precision_fp);
- gl3VertexShaderInitialized = true;
- }
- }
- }
// Create & Link the shader program
final ShaderProgram sp = new ShaderProgram();
- sp.add(gl3VertexShader);
- sp.add(gl3FragmentShader);
+ final ShaderCode vp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, MacOSXCGLContext.class,
+ "../../shader", "../../shader/bin", shaderBasename, true);
+ final ShaderCode fp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, MacOSXCGLContext.class,
+ "../../shader", "../../shader/bin", shaderBasename, true);
+ vp.defaultShaderCustomization(gl, true, ShaderCode.es2_default_precision_vp);
+ fp.defaultShaderCustomization(gl, true, ShaderCode.es2_default_precision_fp);
+ sp.add(vp);
+ sp.add(fp);
if(!sp.link(gl, System.err)) {
throw new GLException("Couldn't link program: "+sp);
}