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-rw-r--r--src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java76
-rw-r--r--src/jogl/classes/jogamp/opengl/shader/texture01_xxx.fp19
-rw-r--r--src/jogl/classes/jogamp/opengl/shader/texture01_xxx.vp19
-rw-r--r--src/jogl/native/macosx/MacOSXWindowSystemInterface-calayer.m150
4 files changed, 227 insertions, 37 deletions
diff --git a/src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java b/src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java
index f6338b04c..518d97067 100644
--- a/src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java
+++ b/src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java
@@ -51,11 +51,14 @@ import javax.media.nativewindow.NativeWindowFactory;
import javax.media.nativewindow.OffscreenLayerSurface;
import javax.media.nativewindow.ProxySurface;
import javax.media.opengl.GL;
+import javax.media.opengl.GL2ES2;
+import javax.media.opengl.GL3;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLCapabilitiesImmutable;
import javax.media.opengl.GLContext;
import javax.media.opengl.GLException;
import javax.media.opengl.GLProfile;
+import javax.media.opengl.GLUniformData;
import jogamp.nativewindow.macosx.OSXUtil;
import jogamp.opengl.GLContextImpl;
@@ -71,6 +74,9 @@ import com.jogamp.common.util.VersionNumber;
import com.jogamp.gluegen.runtime.ProcAddressTable;
import com.jogamp.gluegen.runtime.opengl.GLProcAddressResolver;
import com.jogamp.opengl.GLExtensions;
+import com.jogamp.opengl.util.PMVMatrix;
+import com.jogamp.opengl.util.glsl.ShaderCode;
+import com.jogamp.opengl.util.glsl.ShaderProgram;
public abstract class MacOSXCGLContext extends GLContextImpl
{
@@ -132,6 +138,52 @@ 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 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);
+ if(!sp.link(gl, System.err)) {
+ throw new GLException("Couldn't link program: "+sp);
+ }
+ sp.useProgram(gl, true);
+
+ // setup mgl_PMVMatrix
+ final PMVMatrix pmvMatrix = new PMVMatrix();
+ pmvMatrix.glMatrixMode(PMVMatrix.GL_PROJECTION);
+ pmvMatrix.glLoadIdentity();
+ pmvMatrix.glMatrixMode(PMVMatrix.GL_MODELVIEW);
+ pmvMatrix.glLoadIdentity();
+ final GLUniformData pmvMatrixUniform = new GLUniformData("mgl_PMVMatrix", 4, 4, pmvMatrix.glGetPMvMatrixf()); // P, Mv
+ pmvMatrixUniform.setLocation( gl.glGetUniformLocation( sp.program(), pmvMatrixUniform.getName() ) );
+ gl.glUniform(pmvMatrixUniform);
+
+ sp.useProgram(gl, false);
+ return sp;
+ }
+
+
private boolean haveSetOpenGLMode = false;
private GLBackendType openGLMode = GLBackendType.NSOPENGL;
@@ -441,7 +493,8 @@ public abstract class MacOSXCGLContext extends GLContextImpl
private int vsyncTimeout; // microSec - for nsOpenGLLayer mode
private int lastWidth=0, lastHeight=0; // allowing to detect size change
private boolean needsSetContextPBuffer = false;
-
+ private ShaderProgram gl3ShaderProgram = null;
+
@Override
public boolean isNSContext() { return true; }
@@ -611,7 +664,16 @@ public abstract class MacOSXCGLContext extends GLContextImpl
if(0>=lastWidth || 0>=lastHeight || !drawable.isRealized()) {
throw new GLException("Drawable not realized yet or invalid texture size, texSize "+lastWidth+"x"+lastHeight+", "+drawable);
}
- nsOpenGLLayer = CGL.createNSOpenGLLayer(ctx, /* MacOSXCGLContext.this.isGL3(), */ nsOpenGLLayerPFmt, pbufferHandle, texID, chosenCaps.isBackgroundOpaque(), lastWidth, lastHeight);
+ final int gl3ShaderProgramName;
+ if( MacOSXCGLContext.this.isGL3core() ) {
+ if( null == gl3ShaderProgram) {
+ gl3ShaderProgram = createCALayerShader(MacOSXCGLContext.this.gl.getGL3());
+ }
+ gl3ShaderProgramName = gl3ShaderProgram.program();
+ } else {
+ gl3ShaderProgramName = 0;
+ }
+ nsOpenGLLayer = CGL.createNSOpenGLLayer(ctx, gl3ShaderProgramName, nsOpenGLLayerPFmt, pbufferHandle, texID, chosenCaps.isBackgroundOpaque(), lastWidth, lastHeight);
if (DEBUG) {
System.err.println("NS create nsOpenGLLayer "+toHexString(nsOpenGLLayer)+" w/ pbuffer "+toHexString(pbufferHandle)+", texID "+texID+", texSize "+lastWidth+"x"+lastHeight+", "+drawable);
}
@@ -632,7 +694,11 @@ public abstract class MacOSXCGLContext extends GLContextImpl
// still having a valid OLS attached to surface (parent OLS could have been removed)
ols.detachSurfaceLayer();
}
- CGL.releaseNSOpenGLLayer(nsOpenGLLayer);
+ CGL.releaseNSOpenGLLayer(nsOpenGLLayer);
+ if( null != gl3ShaderProgram ) {
+ gl3ShaderProgram.destroy(MacOSXCGLContext.this.gl.getGL3());
+ gl3ShaderProgram = null;
+ }
nsOpenGLLayer = 0;
}
if(0 != nsOpenGLLayerPFmt) {
@@ -767,10 +833,10 @@ public abstract class MacOSXCGLContext extends GLContextImpl
if(res) {
if(isFBO) {
// trigger CALayer to update incl. possible surface change (texture)
- CGL.setNSOpenGLLayerNeedsDisplayFBO(nsOpenGLLayer, texID, lastWidth, lastHeight);
+ CGL.setNSOpenGLLayerNeedsDisplayFBO(nsOpenGLLayer, texID);
} else {
// trigger CALayer to update incl. possible surface change (new pbuffer handle)
- CGL.setNSOpenGLLayerNeedsDisplayPBuffer(nsOpenGLLayer, drawable.getHandle(), lastWidth, lastHeight);
+ CGL.setNSOpenGLLayerNeedsDisplayPBuffer(nsOpenGLLayer, drawable.getHandle());
}
}
} else {
diff --git a/src/jogl/classes/jogamp/opengl/shader/texture01_xxx.fp b/src/jogl/classes/jogamp/opengl/shader/texture01_xxx.fp
new file mode 100644
index 000000000..8b30b65f9
--- /dev/null
+++ b/src/jogl/classes/jogamp/opengl/shader/texture01_xxx.fp
@@ -0,0 +1,19 @@
+// Copyright 2012 JogAmp Community. All rights reserved.
+
+#if __VERSION__ >= 130
+ #define varying in
+ out vec4 mgl_FragColor;
+ #define texture2D texture
+#else
+ #define mgl_FragColor gl_FragColor
+#endif
+
+varying vec2 mgl_texCoord;
+
+uniform sampler2D mgl_Texture0;
+
+void main (void)
+{
+ mgl_FragColor = texture2D(mgl_Texture0, mgl_texCoord);
+}
+
diff --git a/src/jogl/classes/jogamp/opengl/shader/texture01_xxx.vp b/src/jogl/classes/jogamp/opengl/shader/texture01_xxx.vp
new file mode 100644
index 000000000..d9ef6b493
--- /dev/null
+++ b/src/jogl/classes/jogamp/opengl/shader/texture01_xxx.vp
@@ -0,0 +1,19 @@
+// Copyright 2012 JogAmp Community. All rights reserved.
+
+#if __VERSION__ >= 130
+ #define attribute in
+ #define varying out
+#endif
+
+uniform mat4 mgl_PMVMatrix[2];
+
+attribute vec4 mgl_Vertex;
+attribute vec4 mgl_MultiTexCoord;
+
+varying vec2 mgl_texCoord;
+
+void main(void)
+{
+ mgl_texCoord = mgl_MultiTexCoord.st;
+ gl_Position = mgl_PMVMatrix[0] * mgl_PMVMatrix[1] * mgl_Vertex;
+}
diff --git a/src/jogl/native/macosx/MacOSXWindowSystemInterface-calayer.m b/src/jogl/native/macosx/MacOSXWindowSystemInterface-calayer.m
index e83d0adcb..6ebf400e2 100644
--- a/src/jogl/native/macosx/MacOSXWindowSystemInterface-calayer.m
+++ b/src/jogl/native/macosx/MacOSXWindowSystemInterface-calayer.m
@@ -3,6 +3,22 @@
#import <pthread.h>
#include "timespec.h"
+#import <OpenGL/glext.h>
+
+/**
+ * Partial include of gl3.h - which we can only expect and use
+ * in case of a GL3 core context at runtime.
+ * Otherwise we would need to have 2 modules, one including GL2
+ * and one inclusing GL3 headers.
+ */
+#ifndef GL_ARB_vertex_array_object
+#define GL_VERTEX_ARRAY_BINDING 0x85B5
+extern void glBindVertexArray (GLuint array);
+extern void glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
+extern void glGenVertexArrays (GLsizei n, GLuint *arrays);
+extern GLboolean glIsVertexArray (GLuint array);
+#endif
+
//
// CADisplayLink only available on iOS >= 3.1, sad, since it's convenient.
// Use CVDisplayLink otherwise.
@@ -82,11 +98,18 @@
@protected
NSOpenGLContext* parentCtx;
+ GLuint gl3ShaderProgramName;
+ GLuint vboBufVert;
+ GLuint vboBufTexCoord;
+ GLint vertAttrLoc;
+ GLint texCoordAttrLoc;
NSOpenGLPixelFormat* parentPixelFmt;
+ int texWidth;
+ int texHeight;
+ int newTexWidth;
+ int newTexHeight;
volatile NSOpenGLPixelBuffer* pbuffer;
volatile GLuint textureID;
- volatile int texWidth;
- volatile int texHeight;
volatile NSOpenGLPixelBuffer* newPBuffer;
#ifdef HAS_CADisplayLink
CADisplayLink* displayLink;
@@ -102,11 +125,10 @@
pthread_mutex_t renderLock;
pthread_cond_t renderSignal;
volatile Bool shallDraw;
- volatile int newTexWidth;
- volatile int newTexHeight;
}
- (id) setupWithContext: (NSOpenGLContext*) parentCtx
+ gl3ShaderProgramName: (GLuint) gl3ShaderProgramName
pixelFormat: (NSOpenGLPixelFormat*) pfmt
pbuffer: (NSOpenGLPixelBuffer*) p
texIDArg: (GLuint) texID
@@ -122,6 +144,7 @@
- (void) setNewPBuffer: (NSOpenGLPixelBuffer*)p;
- (void) applyNewPBuffer;
+- (NSOpenGLPixelFormat *)openGLPixelFormatForDisplayMask:(uint32_t)mask;
- (NSOpenGLContext *)openGLContextForPixelFormat:(NSOpenGLPixelFormat *)pixelFormat;
- (void)disableAnimation;
- (void)pauseAnimation:(Bool)pause;
@@ -172,6 +195,7 @@ static const GLfloat gl_verts[] = {
@implementation MyNSOpenGLLayer
- (id) setupWithContext: (NSOpenGLContext*) _parentCtx
+ gl3ShaderProgramName: (GLuint) _gl3ShaderProgramName
pixelFormat: (NSOpenGLPixelFormat*) _parentPixelFmt
pbuffer: (NSOpenGLPixelBuffer*) p
texIDArg: (GLuint) texID
@@ -192,6 +216,11 @@ static const GLfloat gl_verts[] = {
}
}
parentCtx = _parentCtx;
+ gl3ShaderProgramName = _gl3ShaderProgramName;
+ vboBufVert = 0;
+ vboBufTexCoord = 0;
+ vertAttrLoc = 0;
+ texCoordAttrLoc = 0;
parentPixelFmt = _parentPixelFmt;
swapInterval = 1; // defaults to on (as w/ new GL profiles)
swapIntervalCounter = 0;
@@ -339,7 +368,7 @@ static const GLfloat gl_verts[] = {
SYNC_PRINT("<NP-A %p -> %p>", pbuffer, newPBuffer);
if( 0 != textureID ) {
- glDeleteTextures(1, &textureID);
+ glDeleteTextures(1, (GLuint *)&textureID);
[self setTextureID: 0];
}
[pbuffer release];
@@ -359,7 +388,7 @@ static const GLfloat gl_verts[] = {
DBG_PRINT("MyNSOpenGLLayer::deallocPBuffer (with ctx) %p (refcnt %d) - context %p, pbuffer %p, texID %d\n", self, (int)[self retainCount], context, pbuffer, (int)textureID);
if( 0 != textureID ) {
- glDeleteTextures(1, &textureID);
+ glDeleteTextures(1, (GLuint *)&textureID);
[self setTextureID: 0];
}
if(NULL != pbuffer) {
@@ -378,13 +407,12 @@ static const GLfloat gl_verts[] = {
}
}
-/**
- (NSOpenGLPixelFormat *)openGLPixelFormatForDisplayMask:(uint32_t)mask
{
DBG_PRINT("MyNSOpenGLLayer::openGLPixelFormatForDisplayMask: %p (refcnt %d) - parent-pfmt %p -> new-pfmt %p\n",
self, (int)[self retainCount], parentPixelFmt, parentPixelFmt);
return parentPixelFmt;
-} */
+}
- (NSOpenGLContext *)openGLContextForPixelFormat:(NSOpenGLPixelFormat *)pixelFormat
{
@@ -487,12 +515,16 @@ static const GLfloat gl_verts[] = {
if( NULL != pbuffer ) {
if( texSizeChanged && 0 != textureID ) {
- glDeleteTextures(1, &textureID);
+ glDeleteTextures(1, (GLuint *)&textureID);
[self setTextureID: 0];
}
textureTarget = [pbuffer textureTarget];
+ if( 0 != gl3ShaderProgramName ) {
+ glUseProgram(gl3ShaderProgramName);
+ glActiveTexture(GL_TEXTURE0);
+ }
if( 0 == textureID ) {
- glGenTextures(1, &textureID);
+ glGenTextures(1, (GLuint *)&textureID);
glBindTexture(textureTarget, textureID);
glTexParameteri(textureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(textureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -501,26 +533,80 @@ static const GLfloat gl_verts[] = {
} else {
glBindTexture(textureTarget, textureID);
}
- [context setTextureImageToPixelBuffer: pbuffer colorBuffer: GL_FRONT];
+ [context setTextureImageToPixelBuffer: (NSOpenGLPixelBuffer*) pbuffer colorBuffer: GL_FRONT];
} else {
+ if( 0 != gl3ShaderProgramName ) {
+ glUseProgram(gl3ShaderProgramName);
+ glActiveTexture(GL_TEXTURE0);
+ }
textureTarget = GL_TEXTURE_2D;
glBindTexture(textureTarget, textureID);
}
- SYNC_PRINT(" %d*>", (int)textureID);
-
- glEnable(textureTarget);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, gl_verts);
- glTexCoordPointer(2, GL_FLOAT, 0, gl_texCoords);
-
- glDrawArrays(GL_QUADS, 0, 4);
-
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glDisable(textureTarget);
+ SYNC_PRINT(" %d gl3Prog %d/%d*>", (int)textureID, (int)gl3ShaderProgramName, (int)glIsProgram (gl3ShaderProgramName));
+
+ if( 0 == vboBufVert ) { // Once: Init Data and Bind to Pointer
+ if( 0 != gl3ShaderProgramName ) {
+ // Install default VAO as required by GL 3.2 core!
+ GLuint vaoBuf = 0;
+ glGenVertexArrays(1, &vaoBuf);
+ glBindVertexArray(vaoBuf);
+
+ // Set texture-unit 0
+ GLint texUnitLoc = glGetUniformLocation (gl3ShaderProgramName, "mgl_Texture0");
+ glUniform1i (texUnitLoc, 0);
+ }
+ glGenBuffers( 1, &vboBufVert );
+ glBindBuffer( GL_ARRAY_BUFFER, vboBufVert );
+ glBufferData( GL_ARRAY_BUFFER, 4 * 2 * sizeof(GLfloat), gl_verts, GL_STATIC_DRAW);
+ if( 0 != gl3ShaderProgramName ) {
+ vertAttrLoc = glGetAttribLocation( gl3ShaderProgramName, "mgl_Vertex" );
+ glVertexAttribPointer( vertAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL );
+ } else {
+ glVertexPointer(2, GL_FLOAT, 0, NULL);
+ }
+
+ glGenBuffers( 1, &vboBufTexCoord );
+ glBindBuffer( GL_ARRAY_BUFFER, vboBufTexCoord );
+ glBufferData( GL_ARRAY_BUFFER, 4 * 2 * sizeof(GLfloat), gl_texCoords, GL_STATIC_DRAW);
+ if( 0 != gl3ShaderProgramName ) {
+ texCoordAttrLoc = glGetAttribLocation( gl3ShaderProgramName, "mgl_MultiTexCoord" );
+ glVertexAttribPointer( texCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL );
+ } else {
+ glTexCoordPointer(2, GL_FLOAT, 0, NULL);
+ }
+ }
+ if( texSizeChanged ) {
+ glBindBuffer( GL_ARRAY_BUFFER, vboBufTexCoord );
+ glBufferSubData( GL_ARRAY_BUFFER, 0, 4 * 2 * sizeof(GLfloat), gl_texCoords);
+ if( 0 != gl3ShaderProgramName ) {
+ glVertexAttribPointer( texCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL );
+ } else {
+ glTexCoordPointer(2, GL_FLOAT, 0, NULL);
+ }
+ }
+ if( 0 != gl3ShaderProgramName ) {
+ glEnableVertexAttribArray( vertAttrLoc );
+ glEnableVertexAttribArray( texCoordAttrLoc );
+ } else {
+ glEnable(textureTarget);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ if( 0 != gl3ShaderProgramName ) {
+ glDisableVertexAttribArray( vertAttrLoc );
+ glDisableVertexAttribArray( texCoordAttrLoc );
+ glUseProgram(0);
+ } else {
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ glDisable(textureTarget);
+ }
+
glBindTexture(textureTarget, 0);
[context clearDrawable];
@@ -664,13 +750,13 @@ static const GLfloat gl_verts[] = {
@end
-NSOpenGLLayer* createNSOpenGLLayer(NSOpenGLContext* ctx, NSOpenGLPixelFormat* fmt, NSOpenGLPixelBuffer* p, uint32_t texID, Bool opaque, int texWidth, int texHeight) {
+NSOpenGLLayer* createNSOpenGLLayer(NSOpenGLContext* ctx, int gl3ShaderProgramName, NSOpenGLPixelFormat* fmt, NSOpenGLPixelBuffer* p, uint32_t texID, Bool opaque, int texWidth, int texHeight) {
// This simply crashes after dealloc() has been called .. ie. ref-count -> 0 too early ?
// However using alloc/init, actual dealloc happens at JAWT destruction, hence too later IMHO.
// return [[MyNSOpenGLLayer layer] setupWithContext:ctx pixelFormat: fmt pbuffer: p texIDArg: (GLuint)texID
// opaque: opaque texWidth: texWidth texHeight: texHeight];
- return [[[MyNSOpenGLLayer alloc] init] setupWithContext:ctx pixelFormat: fmt pbuffer: p texIDArg: (GLuint)texID
+ return [[[MyNSOpenGLLayer alloc] init] setupWithContext:ctx gl3ShaderProgramName: (GLuint)gl3ShaderProgramName pixelFormat: fmt pbuffer: p texIDArg: (GLuint)texID
opaque: opaque texWidth: texWidth texHeight: texHeight];
}
@@ -688,7 +774,7 @@ void waitUntilNSOpenGLLayerIsReady(NSOpenGLLayer* layer, long to_micros) {
[pool release];
}
-void setNSOpenGLLayerNeedsDisplayFBO(NSOpenGLLayer* layer, uint32_t texID, int texWidth, int texHeight) {
+void setNSOpenGLLayerNeedsDisplayFBO(NSOpenGLLayer* layer, uint32_t texID) {
MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer;
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
Bool shallDraw;
@@ -698,7 +784,7 @@ void setNSOpenGLLayerNeedsDisplayFBO(NSOpenGLLayer* layer, uint32_t texID, int t
shallDraw = [l isGLSourceValid];
l->shallDraw = shallDraw;
- SYNC_PRINT("<! T%dx%d O%dx%d %d>", texWidth, texHeight, l->newTexWidth, l->newTexHeight, (int)shallDraw);
+ SYNC_PRINT("<! T %d>", (int)shallDraw);
if(shallDraw) {
if ( [NSThread isMainThread] == YES ) {
[l setNeedsDisplay];
@@ -711,7 +797,7 @@ void setNSOpenGLLayerNeedsDisplayFBO(NSOpenGLLayer* layer, uint32_t texID, int t
[pool release];
}
-void setNSOpenGLLayerNeedsDisplayPBuffer(NSOpenGLLayer* layer, NSOpenGLPixelBuffer* p, int texWidth, int texHeight) {
+void setNSOpenGLLayerNeedsDisplayPBuffer(NSOpenGLLayer* layer, NSOpenGLPixelBuffer* p) {
MyNSOpenGLLayer* l = (MyNSOpenGLLayer*) layer;
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
Bool shallDraw;
@@ -724,7 +810,7 @@ void setNSOpenGLLayerNeedsDisplayPBuffer(NSOpenGLLayer* layer, NSOpenGLPixelBuff
shallDraw = [l isGLSourceValid];
l->shallDraw = shallDraw;
- SYNC_PRINT("<! T%dx%d O%dx%d %d>", texWidth, texHeight, l->newTexWidth, l->newTexHeight, (int)shallDraw);
+ SYNC_PRINT("<! T %d>", (int)shallDraw);
if(shallDraw) {
if ( [NSThread isMainThread] == YES ) {
[l setNeedsDisplay];