Fix the case where not having created a GlResource prior to calling Shader::isAvailable() would break context management. (#211)
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@ -29,6 +29,7 @@
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#include <SFML/Graphics/Shader.hpp>
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#include <SFML/Graphics/Shader.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/GLCheck.hpp>
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#include <SFML/Graphics/GLCheck.hpp>
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#include <SFML/Window/Context.hpp>
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#include <SFML/System/InputStream.hpp>
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#include <SFML/System/InputStream.hpp>
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#include <SFML/System/Err.hpp>
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#include <SFML/System/Err.hpp>
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#include <fstream>
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#include <fstream>
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@ -437,15 +438,29 @@ void Shader::bind(const Shader* shader)
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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bool Shader::isAvailable()
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bool Shader::isAvailable()
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{
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{
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ensureGlContext();
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static bool available = false;
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static bool checked = false;
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// Make sure that extensions are initialized
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// Make sure we only have to check once
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priv::ensureExtensionsInit();
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if (!checked)
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{
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// Create a temporary context in case the user checks
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// before a GlResource is created, thus initializing
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// the shared context
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Context context;
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return GLEW_ARB_shading_language_100 &&
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// Make sure that extensions are initialized
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GLEW_ARB_shader_objects &&
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priv::ensureExtensionsInit();
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GLEW_ARB_vertex_shader &&
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GLEW_ARB_fragment_shader;
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available = GLEW_ARB_shading_language_100 &&
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GLEW_ARB_shader_objects &&
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GLEW_ARB_vertex_shader &&
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GLEW_ARB_fragment_shader;
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checked = true;
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}
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return available;
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}
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}
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