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authorMarkus Mohrhard <markus.mohrhard@collabora.co.uk>2014-08-28 21:00:42 +0200
committerMarkus Mohrhard <markus.mohrhard@collabora.co.uk>2014-08-29 17:40:36 +0200
commit01a4949dac2eb8c61a588d7dc40e2297b6077733 (patch)
treee2b7abb8aad5bc14574916a95398123707b1827f /vcl
parentf61e453f8463fcc02629b1e8cdfeb73a3a932307 (diff)
ignore aggressive Nvidia GLSL compiler error messages
Change-Id: Ifc83bd3fb1d0fcbc8056c72b2545a8a3aed00a64
Diffstat (limited to 'vcl')
-rw-r--r--vcl/source/opengl/OpenGLContext.cxx5
1 files changed, 5 insertions, 0 deletions
diff --git a/vcl/source/opengl/OpenGLContext.cxx b/vcl/source/opengl/OpenGLContext.cxx
index 25db6d5dd0a6..98042db34511 100644
--- a/vcl/source/opengl/OpenGLContext.cxx
+++ b/vcl/source/opengl/OpenGLContext.cxx
@@ -333,6 +333,11 @@ APIENTRY
debug_callback(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei , const GLchar* message, GLvoid* )
{
+ // ignore Nvidia's : "Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches."
+ // the GLSL compiler is a bit too aggressive in optimizing the state based on the current OpenGL state
+ if (id == 131218)
+ return;
+
SAL_WARN("vcl.opengl", "OpenGL debug message: source: " << getSourceString(source) << ", type: "
<< getTypeString(type) << ", id: " << id << ", severity: " << getSeverityString(severity) << " with message: " << message);
}