}
Shader* WaylandGLESRenderer::createShader(const string* vertexName, const string* fragmentName)
{
Shader *result = NULL;
m_pWindowSystem->setSystemState(WAKEUP_STATE);
}
Shader* WaylandGLESRenderer::createShader(const string* vertexName, const string* fragmentName)
{
Shader *result = NULL;
m_pWindowSystem->setSystemState(WAKEUP_STATE);
m_pGraphicSystem->activateGraphicContext();
result = Shader::createShader(*vertexName,*fragmentName);
m_pGraphicSystem->releaseGraphicContext();
m_pGraphicSystem->activateGraphicContext();
result = Shader::createShader(*vertexName,*fragmentName);
m_pGraphicSystem->releaseGraphicContext();