diff options
author | Sven Gothel <[email protected]> | 2012-10-31 21:32:28 +0100 |
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committer | Sven Gothel <[email protected]> | 2012-10-31 21:32:28 +0100 |
commit | 875a36a142b086e4f1c311440db008f816258de5 (patch) | |
tree | 0173b5added3753d7e6acdad93a3c3b46d4f15bb /src/jogl | |
parent | 1cd40d8284f2f8d0da9b40c4ea714a20aad97094 (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.java | 31 |
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); } |