diff options
-rw-r--r-- | vcl/opengl/win/gdiimpl.cxx | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/vcl/opengl/win/gdiimpl.cxx b/vcl/opengl/win/gdiimpl.cxx index cf45a46d2dec..04ca857917f4 100644 --- a/vcl/opengl/win/gdiimpl.cxx +++ b/vcl/opengl/win/gdiimpl.cxx @@ -8,6 +8,7 @@ */ #include "opengl/win/gdiimpl.hxx" +#include <desktop/exithelper.h> #include <opengl/zone.hxx> #include <o3tl/lru_map.hxx> #include <win/wincomp.hxx> @@ -349,6 +350,97 @@ bool InitMultisample(const PIXELFORMATDESCRIPTOR& pfd, int& rPixelFormat, return bArbMultisampleSupported; } +namespace +{ + +bool tryShaders(const OUString& rVertexShader, const OUString& rFragmentShader, const OUString& rGeometryShader = "") +{ + GLint nId; + + // Somewhat mysteriously, the OpenGLHelper::LoadShaders() API saves a compiled binary of the + // shader only if you give it the digest of the shaders. We have API to calculate the digest + // only of the combination of vertex and fragment (but not geometry) shader. So if we have a + // geometry shader, we should not save the binary. + if (rGeometryShader.isEmpty()) + nId = OpenGLHelper::LoadShaders(rVertexShader, rFragmentShader, rGeometryShader, "", OpenGLHelper::GetDigest( rVertexShader, rFragmentShader, "")); + else + nId = OpenGLHelper::LoadShaders(rVertexShader, rFragmentShader, rGeometryShader); + if (!nId) + return false; + glDeleteProgram(nId); + return glGetError() == GL_NO_ERROR; +} + +bool compiledShaderBinariesWork() +{ + static bool bBeenHere = false; + static bool bResult; + + if (bBeenHere) + return bResult; + + bBeenHere = true; + + bResult = + ( +#if 0 // Only look at shaders used by vcl for now + // canvas + tryShaders("dummyVertexShader", "linearMultiColorGradientFragmentShader") && + tryShaders("dummyVertexShader", "linearTwoColorGradientFragmentShader") && + tryShaders("dummyVertexShader", "radialMultiColorGradientFragmentShader") && + tryShaders("dummyVertexShader", "radialTwoColorGradientFragmentShader") && + tryShaders("dummyVertexShader", "rectangularMultiColorGradientFragmentShader") && + tryShaders("dummyVertexShader", "rectangularTwoColorGradientFragmentShader") && + // chart2 + (GLEW_VERSION_3_3 ? + (tryShaders("shape3DVertexShader", "shape3DFragmentShader") && + tryShaders("shape3DVertexShaderBatchScroll", "shape3DFragmentShaderBatchScroll") && + tryShaders("shape3DVertexShaderBatch", "shape3DFragmentShaderBatch") && + tryShaders("textVertexShaderBatch", "textFragmentShaderBatch")) : + (tryShaders("shape3DVertexShaderV300", "shape3DFragmentShaderV300"))) && + tryShaders("textVertexShader", "textFragmentShader") && + tryShaders("screenTextVertexShader", "screenTextFragmentShader") && + tryShaders("commonVertexShader", "commonFragmentShader") && + tryShaders("pickingVertexShader", "pickingFragmentShader") && + tryShaders("backgroundVertexShader", "backgroundFragmentShader") && + tryShaders("symbolVertexShader", "symbolFragmentShader") && + tryShaders("symbolVertexShader", "symbolFragmentShader") && + // slideshow + tryShaders("reflectionVertexShader", "reflectionFragmentShader") && + tryShaders("basicVertexShader", "basicFragmentShader") && + tryShaders("vortexVertexShader", "vortexFragmentShader", "vortexGeometryShader") && + tryShaders("basicVertexShader", "rippleFragmentShader") && + tryShaders("glitterVertexShader", "glitterFragmentShader") && + tryShaders("honeycombVertexShader", "honeycombFragmentShader", "honeycombGeometryShader") && +#endif + // vcl + tryShaders("combinedVertexShader", "combinedFragmentShader") && + tryShaders("dumbVertexShader", "invert50FragmentShader") && + tryShaders("combinedTextureVertexShader", "combinedTextureFragmentShader") && + tryShaders("textureVertexShader", "areaScaleFragmentShader") && + tryShaders("transformedTextureVertexShader", "maskedTextureFragmentShader") && + tryShaders("transformedTextureVertexShader", "areaScaleFastFragmentShader") && + tryShaders("transformedTextureVertexShader", "areaScaleFragmentShader") && + tryShaders("transformedTextureVertexShader", "textureFragmentShader") && + tryShaders("combinedTextureVertexShader", "combinedTextureFragmentShader") && + tryShaders("textureVertexShader", "linearGradientFragmentShader") && + tryShaders("textureVertexShader", "radialGradientFragmentShader") && + tryShaders("textureVertexShader", "textureFragmentShader") && + tryShaders("textureVertexShader", "convolutionFragmentShader") && + tryShaders("textureVertexShader", "areaScaleFastFragmentShader") && + tryShaders("textureVertexShader", "areaScaleFragmentShader")); + + if (!bResult) + { + OpenGLZone::hardDisable(); + TerminateProcess(GetCurrentProcess(), EXITHELPER_CRASH_WITH_RESTART); + } + + return bResult; +} + +} // unnamed namespace + bool WinOpenGLContext::ImplInit() { OpenGLZone aZone; @@ -464,6 +556,13 @@ bool WinOpenGLContext::ImplInit() return false; } + if (!compiledShaderBinariesWork()) + { + wglMakeCurrent(NULL, NULL); + wglDeleteContext(hTempRC); + return false; + } + wglMakeCurrent(NULL, NULL); wglDeleteContext(hTempRC); |