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-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager.cpp17
1 files changed, 13 insertions, 4 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
index 4b5f53e..93ff3f4 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
@@ -41,6 +41,7 @@
#include "qglengineshadermanager_p.h"
#include "qglengineshadersource_p.h"
+#include "qpaintengineex_opengl2_p.h"
#if defined(QT_DEBUG)
#include <QMetaEnum>
@@ -265,6 +266,7 @@ QByteArray QGLEngineSharedShaders::snippetNameStr(SnippetName name)
#endif
// The address returned here will only be valid until next time this function is called.
+// The program is return bound.
QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineShaderProg &prog)
{
for (int i = 0; i < cachedPrograms.size(); ++i) {
@@ -272,6 +274,7 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS
if (*cachedProg == prog) {
// Move the program to the top of the list as a poor-man's cache algo
cachedPrograms.move(i, 0);
+ cachedProg->program->bind();
return cachedProg;
}
}
@@ -374,6 +377,14 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS
qWarning() << error;
break;
}
+
+ newProg->program->bind();
+
+ if (newProg->maskFragShader != QGLEngineSharedShaders::NoMaskFragmentShader) {
+ GLuint location = newProg->program->uniformLocation("maskTexture");
+ newProg->program->setUniformValue(location, QT_MASK_TEXTURE_UNIT);
+ }
+
if (cachedPrograms.count() > 30) {
// The cache is full, so delete the last 5 programs in the list.
// These programs will be least used, as a program us bumped to
@@ -787,10 +798,8 @@ bool QGLEngineShaderManager::useCorrectShaderProg()
// At this point, requiredProgram is fully populated so try to find the program in the cache
currentShaderProg = sharedShaders->findProgramInCache(requiredProgram);
- if (currentShaderProg) {
- currentShaderProg->program->bind();
- if (useCustomSrc)
- customSrcStage->setUniforms(currentShaderProg->program);
+ if (currentShaderProg && useCustomSrc) {
+ customSrcStage->setUniforms(currentShaderProg->program);
}
// Make sure all the vertex attribute arrays the program uses are enabled (and the ones it