gl-renderer: Force call to glUseProgram() when activating debug binding

When redrawing surfaces, use_shader() checks if the desired shader is
already in use to avoid a call to glUseProgram(). However, once the
debug binding is activated, that same check would prevent the usage of
the recompiled shaders until something cause a different shader to be
passed to use_shader().
This commit is contained in:
Ander Conselvan de Oliveira 2012-12-03 17:08:11 +02:00 committed by Kristian Høgsberg
parent 2d129f11fe
commit 03fb4ef41e

View File

@ -1808,6 +1808,10 @@ fragment_debug_binding(struct wl_seat *seat, uint32_t time, uint32_t key,
compile_shaders(ec); compile_shaders(ec);
/* Force use_shader() to call glUseProgram(), since we need to use
* the recompiled version of the shader. */
gr->current_shader = NULL;
wl_list_for_each(output, &ec->output_list, link) wl_list_for_each(output, &ec->output_list, link)
weston_output_damage(output); weston_output_damage(output);
} }