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authorMiklos Vajna <vmiklos@collabora.co.uk>2018-08-10 18:10:12 +0200
committerMiklos Vajna <vmiklos@collabora.co.uk>2018-08-13 09:09:51 +0200
commit431c4dc7dae68c28018ec19dd1c2b3e6b058c019 (patch)
tree99cbbc7f006e515468621ce059969cd2a6239d79 /include/store
parentloplugin:returnconstant in oox,package (diff)
downloadcore-431c4dc7dae68c28018ec19dd1c2b3e6b058c019.tar.gz
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vcl opengl windows: fix error handling in tryShaders()
Both of my GPUs failed to start with GL enabled in an enable-symbols build, but they were fine in a dbgutil build. It seems the problem was that in case CHECK_GL_ERROR() expands to an error reporting code, then we already correctly checked the error of the last GL call at the end of tryShaders() -- but in case it expanded to nothing, then previous (unrelated) errors signaled that shader compilation went wrong, even if it did not. Given that we have error handling right before glDeleteProgram(), clear the GL error queue before calling glDeleteProgram(). Change-Id: If58188d06a0b7009a71af82c476b5aa77823d9b0 Reviewed-on: https://gerrit.libreoffice.org/58852 Tested-by: Jenkins Reviewed-by: Miklos Vajna <vmiklos@collabora.co.uk>
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