Compilation fix for DRAW_LAYER_DEBUG mode
authorRahul Singhal <rasinghal@nvidia.com>
Wed, 11 May 2011 09:27:43 +0000 (14:57 +0530)
committerMichael Schuldt <michael.schuldt@bmw-carit.de>
Mon, 4 Jul 2011 07:41:50 +0000 (09:41 +0200)
Also included /usr/local/lib/ as alternate path to /usr/lib/ for finding layer shaders

LayerManagerPlugins/Renderers/Graphic/src/GraphicSystems/GLESGraphicSystem.cpp

index e983f03..8744e5e 100644 (file)
@@ -254,6 +254,7 @@ void GLESGraphicsystem::renderSurface(Surface* surface)
         // use layer shader if no custom shader is assigned to this surface
         shader = layerShader;
     }
+
     Rectangle dest = (surface)->getDestinationRegion();
     Rectangle src = (surface)->getSourceRegion();
 
@@ -283,26 +284,26 @@ void GLESGraphicsystem::renderSurface(Surface* surface)
     uniforms.matrix = &layerMatrix.f[0];
 
     //We only know about specific Shaders, only do this if we start with the defaultShader
-  if (shader == m_defaultShader && uniforms.opacity == 1.0f)
-  {
-    if(!PixelFormatHasAlpha((surface)->getPixelFormat()))
-       {
-        //disable alpha blend completely
-           glDisable (GL_BLEND);
-       }
-       else
-       {
-      //make sure alpha blend is enabled
+    if (shader == m_defaultShader && uniforms.opacity == 1.0f)
+    {
+        if(!PixelFormatHasAlpha((surface)->getPixelFormat()))
+        {
+            //disable alpha blend completely
+            glDisable (GL_BLEND);
+        }
+        else
+        {
+            //make sure alpha blend is enabled
+            glEnable (GL_BLEND);
+        }
+    }
+    else
+    {
+        //make sure alpha blend is enabled
         glEnable (GL_BLEND);
-       }
-  }
-  else
-  {
-      //make sure alpha blend is enabled
-      glEnable (GL_BLEND);
-  }
+    }
 
-  shader = pickOptimizedShader(shader, uniforms);
+    shader = pickOptimizedShader(shader, uniforms);
 
 
 #ifdef DRAW_LAYER_DEBUG
@@ -310,7 +311,7 @@ void GLESGraphicsystem::renderSurface(Surface* surface)
     layeruniforms.y = (float) layerdest.y / m_displayHeight;
     layeruniforms.width = (float)layerdest.width / m_displayWidth;
     layeruniforms.height = (float)layerdest.height / m_displayHeight;
-    layeruniforms.opacity = currentLayer->getOpacity();
+    layeruniforms.opacity = m_currentLayer->getOpacity();
     layeruniforms.matrix = &layerMatrix.f[0];
     m_layerShader->use();
     m_layerShader->loadCommonUniforms(layeruniforms);
@@ -352,12 +353,16 @@ bool GLESGraphicsystem::initOpenGLES(EGLint displayWidth, EGLint displayHeight)
     bool result = true;
     ShaderProgramFactory::setCreatorFunc(m_shaderCreatorFunc);
     m_defaultShader = Shader::createShader("default", "default");
-  m_defaultShaderNoUniformAlpha = Shader::createShader("default", "default_no_uniform_alpha");
+    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)
+    {
+        m_layerShader = Shader::createShader("/usr/local/lib/layermanager/renderer/renderer_layer.glslv", "/usr/local/lib/layermanager/renderer/renderer_layer.glslf");
+    }
 #endif
-  if (
+    if (
       !m_defaultShader || !m_defaultShaderNoUniformAlpha
 #ifdef DRAW_LAYER_DEBUG
     || !m_layerShader