############################################################################
export LD_LIBRARY_PATH=/usr/lib:/usr/local/lib
-export LM_PLUGIN_PATH=/usr/local/lib/layermanager
+
+# set plugin path, if installation path is not used
+#export LM_PLUGIN_PATH=/usr/local/lib/layermanager
+
export DISPLAY=:0.0
PIDSURFACE1=/tmp/surface1.pid
PIDSURFACE2=/tmp/surface2.pid
EXPECT_CALL(this->mockCommandExecutor, execute(ShaderCreateCommandEq(std::string("test123.glslv"),std::string("differentshader.glslv")))).Times(1);
ASSERT_NE(-1, system((DBUSCOMMAND + std::string("CreateShader string:test123.glslv string:differentshader.glslv")).c_str()));
- EXPECT_CALL(this->mockCommandExecutor, execute(ShaderCreateCommandEq(std::string("/usr/lib/shadertest.glslv"),std::string("foobar")))).Times(1);
- ASSERT_NE(-1, system((DBUSCOMMAND + std::string("CreateShader string:/usr/lib/shadertest.glslv string:foobar")).c_str()));
+ EXPECT_CALL(this->mockCommandExecutor, execute(ShaderCreateCommandEq(std::string("/test/path/shadertest.glslv"),std::string("foobar")))).Times(1);
+ ASSERT_NE(-1, system((DBUSCOMMAND + std::string("CreateShader string:/test/path/shadertest.glslv string:foobar")).c_str()));
}
MATCHER_P(ShaderDestroyCommandEq, id, "%(*)s") {
#include "GLES2/gl2.h"
#include "Bitmap.h"
#include "Transformation/ViewportTransform.h"
+#include "config.h"
+#include <string>
static const float vertices[8 * 12] =
{ 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
m_defaultShaderNoUniformAlpha = Shader::createShader("default", "default_no_uniform_alpha");
#ifdef DRAW_LAYER_DEBUG
- m_layerShader = Shader::createShader("/usr/lib/layermanager/renderer/renderer_layer.glslv", "/usr/lib/layermanager/renderer/renderer_layer.glslf");
- if (m_layerShader==0)
+ std::string pluginLookupPath = getenv("LM_PLUGIN_PATH");
+ std::string vertexShaderPath;
+ std::string fragmentShaderPath;
+
+ if (pluginLookupPath.empty())
{
- m_layerShader = Shader::createShader("/usr/local/lib/layermanager/renderer/renderer_layer.glslv", "/usr/local/lib/layermanager/renderer/renderer_layer.glslf");
+ pluginLookupPath = CMAKE_INSTALL_PREFIX"/lib/layermanager";
}
+
+ vertexShaderPath = pluginLookupPath + "/renderer/renderer_layer.glslv";
+ fragmentShaderPath = pluginLookupPath + "/renderer/renderer_layer.glslf";
+
+ m_layerShader = Shader::createShader(vertexShaderPath, fragmentShaderPath);
#endif
if (
!m_defaultShader || !m_defaultShaderNoUniformAlpha