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