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https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-06-16 08:52:43 +00:00
* Add runtime display backend detection for Wayland support Add LinuxDisplayBackend utility to detect X11 vs Wayland at runtime using GDK_IS_X11_DISPLAY / GDK_IS_WAYLAND_DISPLAY macros. This is the foundation for removing the forced GDK_BACKEND=x11 and enabling native Wayland support. - New files: LinuxDisplayBackend.hpp/.cpp with get_linux_display_backend(), is_running_on_wayland(), and is_running_on_x11() - Propagate wxHAVE_GDK_X11 / wxHAVE_GDK_WAYLAND from FindGTK3.cmake as compile definitions to libslic3r_gui - No-op on non-Linux platforms (returns Unknown / false) * Fix Phase 1 code quality: pragma once, source ordering, static cache * Make X11 initialization conditional for Wayland support Remove the unconditional GDK_BACKEND=x11 force that blocked native Wayland. Replace with conditional logic: - EGL safety fallback: re-force X11 only when wxUSE_GLCANVAS_EGL is off and WAYLAND_DISPLAY is set, with a warning log - XInitThreads() only called when DISPLAY is set (X11 in use) - __GLX_VENDOR_LIBRARY_NAME only set when DISPLAY is present (GLX-specific) - WEBKIT_DISABLE_COMPOSITING_MODE only set under XWayland (both DISPLAY and WAYLAND_DISPLAY present) - Guard X11/Xlib.h include with __has_include for robustness - Restore display validation to accept either DISPLAY or WAYLAND_DISPLAY This is Phase 2 of the Wayland support plan. * Fix Phase 2: safer EGL macro check, add clarifying comments * Add GLAD2 library and replace GLEW linkage in build system Set up GLAD2 as a static library to replace GLEW for OpenGL loading. GLAD2 supports both GLX and EGL, which is required for Wayland support. - Create src/glad/ with pre-generated GLAD2 sources (GL 4.6 compat) - Add src/glad/CMakeLists.txt building glad as a static library - Wire glad into src/CMakeLists.txt before libvgcode - Modify libvgcode to use shared glad for GL path (keeps local copy only for GLES2/Emscripten) to avoid duplicate symbol conflicts - Replace GLEW::GLEW with glad in libslic3r_gui link libraries Note: GLEW is kept in deps for OpenCSG. Code migration from GL/glew.h to glad/gl.h headers will follow in Phase 3B+3C. * Fix Phase 3A+3D: libvgcode GLAD include, dead files, dlopen dep, OpenGL link var * Migrate from GLEW to GLAD: replace headers and API calls across codebase Replace all #include <GL/glew.h> with <glad/gl.h> across 49 source files. Migrate GLEW API calls to GLAD equivalents: - glewInit/glewExperimental -> gladLoaderLoadGL() - GLEW_EXT_* / GLEW_ARB_* extension checks -> GLAD_GL_EXT_* / GLAD_GL_ARB_* - Remove GLEW-specific EGL/GLX mismatch #error guards (not needed with GLAD) - Replace unavailable EXT symbols with core GL equivalents in GLCanvas3D.cpp (GL_MAX_SAMPLES, glRenderbufferStorageMultisample, glBlitFramebuffer, GL_READ/DRAW_FRAMEBUFFER) - Update log messages from glewInit to gladLoadGL * Fix Phase 3B+3C: remove GLEW find, clean EXT symbols, update attribution - Remove find_package(GLEW) block from root CMakeLists.txt since GLEW is no longer linked by any main application code - Remove "glew" from SLIC3R_STATIC option description - Replace all remaining EXT framebuffer symbols with core equivalents in render_thumbnail_framebuffer_ext and _rectangular_selection_picking_pass - Update AboutDialog credits from GLEW to GLAD * Enable EGL in wxWidgets and add runtime GLX/EGL selection for Wayland - Set wxUSE_GLCANVAS_EGL=ON in wxWidgets build and Flatpak manifest - Add PreferGLX() call on X11 sessions for driver compatibility - Remove Phase 2 safety fallback (EGL is now always compiled in) - Guard SwapBuffers against hidden canvases to prevent Wayland stalls * Fix Phase 4: move PreferGLX to app startup, fix FPS counter guard Move wxGLCanvas::PreferGLX() from OpenGLManager::create_wxglcanvas() (static initializer) to GUI_App::on_init_inner() before any wxGLCanvas is constructed. This prevents a race where SkipPartCanvas could trigger wxGLBackend::Init() before the GLX preference is set. The new location also adds explicit is_running_on_wayland() detection with a warning for unknown backends. Move increment_fps_counter() inside the IsShownOnScreen() guard so FPS is only counted when a frame is actually swapped. * Update GLFW from 3.3.7 to 3.4 for runtime Wayland/X11 backend selection Replace the compile-time GLFW_USE_WAYLAND flag (which locked to a single backend) with GLFW 3.4's GLFW_BUILD_WAYLAND + GLFW_BUILD_X11 flags that build both backends and auto-select at runtime based on the available display server. This enables the CLI thumbnail renderer to work on both Wayland and X11 sessions without separate builds. * wayland: Fix UI call sites that rely on global screen coordinates On Wayland, wxGetMousePosition() returns (0,0) and SetPosition() is a no-op for top-level windows. Fix the highest-impact call sites: - GLCanvas3D: Use cached m_mouse.position from event handlers instead of wxGetMousePosition() + ScreenToClient() in get_local_mouse_position() - Plater: Use event-relative coords via ClientToScreen(e.GetPosition()) instead of wxGetMousePosition() in 3 leave-window handlers - BBLTopbar: Use event.GetPosition() and FindToolByPosition() directly in mouse handlers instead of wxGetMousePosition()/FindToolByCurrentPosition() - Search: Use focus-based dismiss logic on Wayland instead of wxGetMousePosition()-based rect checks in SearchDialog and SearchObjectDialog - GUI_App: Skip SetPosition() in window_pos_restore() on Wayland where it is a no-op; still restore size and maximize state - Button: Position tooltip relative to button widget via ClientToScreen instead of wxGetMousePosition() * Fix SearchDialog Wayland dismiss: guard against search_line focus * flatpak: Add Wayland socket permission for native Wayland support * spec * Fix crash on Wayland when wxWidgets lacks EGL support Restore the safety fallback that forces GDK_BACKEND=x11 when wxWidgets was not built with wxUSE_GLCANVAS_EGL=ON. Without this, the GLX backend tries to access a non-existent X11 display on native Wayland, crashing in wxGLCanvas::IsDisplaySupported() with SIGSEGV at offset 0xe4. Also add a defense-in-depth guard in detect_multisample() that skips the IsDisplaySupported call entirely on Wayland without EGL. Root cause: deps/wxWidgets must be rebuilt after enabling EGL. The compile-time check in OrcaSlicer.cpp detects the mismatch and falls back safely. * Fix EGL detection: use wxHAS_EGL instead of wxUSE_GLCANVAS_EGL wxUSE_GLCANVAS_EGL is a CMake build option, NOT a C++ preprocessor macro. The actual macro defined in wxWidgets setup.h is wxHAS_EGL. All compile-time EGL checks were using the wrong macro, causing the safety fallback to always trigger even with a properly built EGL-enabled wxWidgets. * Fix GL function pointers invalidated on Wayland/EGL gladLoaderLoadGL() dlopen's libGL.so.1 to resolve GL function pointers via dlsym, then immediately dlclose's the handle. On X11/GLX this is fine because the GLX context keeps libGL.so mapped. On Wayland/EGL, nothing else holds libGL.so open, so dlclose unmaps it and all function pointers become dangling — causing SIGSEGV on the first GL call. Fix: on Wayland, use gladLoadGL(eglGetProcAddress) which resolves function pointers through the EGL loader without opening/closing libGL.so. * fix crash on start and various rendering issues * fix crash on close * small refactor * move GPU selection to desktop file * clean up a bit * clean up more * fix appimage error
389 lines
13 KiB
C++
389 lines
13 KiB
C++
#include "libslic3r/libslic3r.h"
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#include "GLShader.hpp"
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#include "3DScene.hpp"
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#include "libslic3r/Utils.hpp"
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#include "libslic3r/format.hpp"
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#include "libslic3r/Color.hpp"
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#include <boost/nowide/fstream.hpp>
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#include <glad/gl.h>
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#include <cassert>
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#include <boost/log/trivial.hpp>
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namespace Slic3r {
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GLShaderProgram::~GLShaderProgram()
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{
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if (m_id > 0)
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glsafe(::glDeleteProgram(m_id));
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}
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bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilenames& filenames, const std::initializer_list<std::string_view> &defines)
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{
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// Load a shader program from file, prepend defs block.
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auto load_from_file = [](const std::string& filename, const std::string &defs) {
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std::string path = resources_dir() + "/shaders/" + filename;
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boost::nowide::ifstream s(path, boost::nowide::ifstream::binary);
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if (!s.good()) {
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BOOST_LOG_TRIVIAL(error) << "Couldn't open file: '" << path << "'";
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return std::string();
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}
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s.seekg(0, s.end);
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int file_length = static_cast<int>(s.tellg());
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s.seekg(0, s.beg);
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std::string source(defs.size() + file_length, '\0');
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memcpy(source.data(), defs.c_str(), defs.size());
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s.read(source.data() + defs.size(), file_length);
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if (!s.good()) {
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BOOST_LOG_TRIVIAL(error) << "Error while loading file: '" << path << "'";
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return std::string();
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}
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s.close();
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if (! defs.empty()) {
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// Extract the version and flip the order of "defines" and version in the source block.
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size_t idx = source.find("\n", defs.size());
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if (idx != std::string::npos && strncmp(source.c_str() + defs.size(), "#version", 8) == 0) {
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// Swap the version line with the defines.
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size_t len = idx - defs.size() + 1;
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memmove(source.data(), source.c_str() + defs.size(), len);
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memcpy(source.data() + len, defs.c_str(), defs.size());
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}
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}
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return source;
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};
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// Create a block of C "defines" from list of symbols.
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std::string defines_program;
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for (std::string_view def : defines)
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// Our shaders are stored with "\r\n", thus replicate the same here for consistency. Likely "\n" would suffice,
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// but we don't know all the OpenGL shader compilers around.
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defines_program += format("#define %s\r\n", def);
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ShaderSources sources = {};
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for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i], defines_program);
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}
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bool valid = !sources[static_cast<size_t>(EShaderType::Vertex)].empty() && !sources[static_cast<size_t>(EShaderType::Fragment)].empty() && sources[static_cast<size_t>(EShaderType::Compute)].empty();
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valid |= !sources[static_cast<size_t>(EShaderType::Compute)].empty() && sources[static_cast<size_t>(EShaderType::Vertex)].empty() && sources[static_cast<size_t>(EShaderType::Fragment)].empty() &&
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sources[static_cast<size_t>(EShaderType::Geometry)].empty() && sources[static_cast<size_t>(EShaderType::TessEvaluation)].empty() && sources[static_cast<size_t>(EShaderType::TessControl)].empty();
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return valid ? init_from_texts(name, sources) : false;
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}
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bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSources& sources)
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{
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auto shader_type_as_string = [](EShaderType type) {
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switch (type)
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{
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case EShaderType::Vertex: { return "vertex"; }
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case EShaderType::Fragment: { return "fragment"; }
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case EShaderType::Geometry: { return "geometry"; }
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case EShaderType::TessEvaluation: { return "tesselation evaluation"; }
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case EShaderType::TessControl: { return "tesselation control"; }
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case EShaderType::Compute: { return "compute"; }
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default: { return "unknown"; }
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}
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};
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auto create_shader = [](EShaderType type) {
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GLuint id = 0;
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switch (type)
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{
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case EShaderType::Vertex: { id = ::glCreateShader(GL_VERTEX_SHADER); glcheck(); break; }
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case EShaderType::Fragment: { id = ::glCreateShader(GL_FRAGMENT_SHADER); glcheck(); break; }
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case EShaderType::Geometry: { id = ::glCreateShader(GL_GEOMETRY_SHADER); glcheck(); break; }
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case EShaderType::TessEvaluation: { id = ::glCreateShader(GL_TESS_EVALUATION_SHADER); glcheck(); break; }
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case EShaderType::TessControl: { id = ::glCreateShader(GL_TESS_CONTROL_SHADER); glcheck(); break; }
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case EShaderType::Compute: { id = ::glCreateShader(GL_COMPUTE_SHADER); glcheck(); break; }
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default: { break; }
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}
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return (id == 0) ? std::make_pair(false, GLuint(0)) : std::make_pair(true, id);
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};
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auto release_shaders = [](const std::array<GLuint, static_cast<size_t>(EShaderType::Count)>& shader_ids) {
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for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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if (shader_ids[i] > 0)
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glsafe(::glDeleteShader(shader_ids[i]));
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}
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};
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assert(m_id == 0);
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m_name = name;
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std::array<GLuint, static_cast<size_t>(EShaderType::Count)> shader_ids = { 0 };
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for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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const std::string& source = sources[i];
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if (!source.empty()) {
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EShaderType type = static_cast<EShaderType>(i);
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auto [result, id] = create_shader(type);
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if (result)
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shader_ids[i] = id;
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else {
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BOOST_LOG_TRIVIAL(error) << "glCreateShader() failed for " << shader_type_as_string(type) << " shader of shader program '" << name << "'";
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// release shaders
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release_shaders(shader_ids);
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return false;
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}
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const char* source_ptr = source.c_str();
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glsafe(::glShaderSource(id, 1, &source_ptr, nullptr));
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glsafe(::glCompileShader(id));
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GLint params;
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glsafe(::glGetShaderiv(id, GL_COMPILE_STATUS, ¶ms));
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if (params == GL_FALSE) {
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// Compilation failed.
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glsafe(::glGetShaderiv(id, GL_INFO_LOG_LENGTH, ¶ms));
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std::vector<char> msg(params);
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glsafe(::glGetShaderInfoLog(id, params, ¶ms, msg.data()));
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BOOST_LOG_TRIVIAL(error) << "Unable to compile " << shader_type_as_string(type) << " shader of shader program '" << name << "':\n" << msg.data();
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// release shaders
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release_shaders(shader_ids);
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return false;
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}
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}
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}
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m_id = ::glCreateProgram();
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glcheck();
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if (m_id == 0) {
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BOOST_LOG_TRIVIAL(error) << "glCreateProgram() failed for shader program '" << name << "'";
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// release shaders
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release_shaders(shader_ids);
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return false;
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}
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for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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if (shader_ids[i] > 0)
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glsafe(::glAttachShader(m_id, shader_ids[i]));
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}
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glsafe(::glLinkProgram(m_id));
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GLint params;
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glsafe(::glGetProgramiv(m_id, GL_LINK_STATUS, ¶ms));
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if (params == GL_FALSE) {
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// Linking failed.
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glsafe(::glGetProgramiv(m_id, GL_INFO_LOG_LENGTH, ¶ms));
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std::vector<char> msg(params);
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glsafe(::glGetProgramInfoLog(m_id, params, ¶ms, msg.data()));
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BOOST_LOG_TRIVIAL(error) << "Unable to link shader program '" << name << "':\n" << msg.data();
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// release shaders
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release_shaders(shader_ids);
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// release shader program
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glsafe(::glDeleteProgram(m_id));
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m_id = 0;
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return false;
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}
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// release shaders, they are no more needed
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release_shaders(shader_ids);
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return true;
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}
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void GLShaderProgram::start_using() const
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{
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assert(m_id > 0);
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glsafe(::glUseProgram(m_id));
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}
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void GLShaderProgram::stop_using() const
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{
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glsafe(::glUseProgram(0));
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}
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void GLShaderProgram::set_uniform(int id, int value) const
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{
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if (id >= 0)
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glsafe(::glUniform1i(id, value));
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}
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void GLShaderProgram::set_uniform(int id, bool value) const
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{
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set_uniform(id, value ? 1 : 0);
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}
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void GLShaderProgram::set_uniform(int id, float value) const
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{
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if (id >= 0)
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glsafe(::glUniform1f(id, value));
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}
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void GLShaderProgram::set_uniform(int id, double value) const
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{
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set_uniform(id, static_cast<float>(value));
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}
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void GLShaderProgram::set_uniform(int id, const std::array<int, 2>& value) const
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{
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if (id >= 0)
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glsafe(::glUniform2iv(id, 1, static_cast<const GLint*>(value.data())));
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}
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void GLShaderProgram::set_uniform(int id, const std::array<int, 3>& value) const
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{
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if (id >= 0)
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glsafe(::glUniform3iv(id, 1, static_cast<const GLint*>(value.data())));
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}
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void GLShaderProgram::set_uniform(int id, const std::array<int, 4>& value) const
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{
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if (id >= 0)
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glsafe(::glUniform4iv(id, 1, static_cast<const GLint*>(value.data())));
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}
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void GLShaderProgram::set_uniform(int id, const std::array<float, 2>& value) const
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{
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if (id >= 0)
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glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value.data())));
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}
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void GLShaderProgram::set_uniform(int id, const std::array<float, 3>& value) const
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{
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if (id >= 0)
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glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value.data())));
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}
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void GLShaderProgram::set_uniform(int id, const std::array<float, 4>& value) const
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{
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if (id >= 0)
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glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value.data())));
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}
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void GLShaderProgram::set_uniform(int id, const std::array<double, 4>& value) const
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{
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const std::array<float, 4> f_value = { float(value[0]), float(value[1]), float(value[2]), float(value[3]) };
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set_uniform(id, f_value);
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}
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void GLShaderProgram::set_uniform(int id, const float* value, size_t size) const
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{
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if (id >= 0) {
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if (size == 1)
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set_uniform(id, value[0]);
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else if (size == 2)
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glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value)));
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else if (size == 3)
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glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value)));
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else if (size == 4)
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glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value)));
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}
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}
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void GLShaderProgram::set_uniform(int id, const Transform3f& value) const
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{
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if (id >= 0)
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glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.matrix().data())));
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}
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void GLShaderProgram::set_uniform(int id, const Transform3d& value) const
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{
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set_uniform(id, value.cast<float>());
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}
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void GLShaderProgram::set_uniform(int id, const Matrix3f& value) const
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{
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if (id >= 0)
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glsafe(::glUniformMatrix3fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
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}
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void GLShaderProgram::set_uniform(int id, const Matrix3d& value) const
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{
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set_uniform(id, (Matrix3f)value.cast<float>());
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}
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void GLShaderProgram::set_uniform(int id, const Matrix4f& value) const
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{
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if (id >= 0)
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glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
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}
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void GLShaderProgram::set_uniform(int id, const Matrix4d& value) const
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{
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set_uniform(id, (Matrix4f)value.cast<float>());
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}
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void GLShaderProgram::set_uniform(int id, const Vec2f& value) const
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{
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if (id >= 0)
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glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value.data())));
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}
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void GLShaderProgram::set_uniform(int id, const Vec2d& value) const
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{
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set_uniform(id, static_cast<Vec2f>(value.cast<float>()));
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}
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void GLShaderProgram::set_uniform(int id, const Vec3f& value) const
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{
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if (id >= 0)
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glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value.data())));
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}
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void GLShaderProgram::set_uniform(int id, const Vec3d& value) const
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{
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set_uniform(id, static_cast<Vec3f>(value.cast<float>()));
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}
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void GLShaderProgram::set_uniform(int id, const ColorRGB& value) const
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{
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set_uniform(id, value.data(), 3);
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}
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|
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void GLShaderProgram::set_uniform(int id, const ColorRGBA& value) const
|
|
{
|
|
set_uniform(id, value.data(), 4);
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|
}
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|
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int GLShaderProgram::get_attrib_location(const char* name) const
|
|
{
|
|
assert(m_id > 0);
|
|
|
|
if (m_id <= 0)
|
|
// Shader program not loaded. This should not happen.
|
|
return -1;
|
|
|
|
auto it = std::find_if(m_attrib_location_cache.begin(), m_attrib_location_cache.end(), [name](const auto& p) { return p.first == name; });
|
|
if (it != m_attrib_location_cache.end())
|
|
// Attrib ID cached.
|
|
return it->second;
|
|
|
|
int id = ::glGetAttribLocation(m_id, name);
|
|
const_cast<GLShaderProgram*>(this)->m_attrib_location_cache.push_back({ name, id });
|
|
return id;
|
|
}
|
|
|
|
int GLShaderProgram::get_uniform_location(const char* name) const
|
|
{
|
|
assert(m_id > 0);
|
|
|
|
if (m_id <= 0)
|
|
// Shader program not loaded. This should not happen.
|
|
return -1;
|
|
|
|
auto it = std::find_if(m_uniform_location_cache.begin(), m_uniform_location_cache.end(), [name](const auto &p) { return p.first == name; });
|
|
if (it != m_uniform_location_cache.end())
|
|
// Uniform ID cached.
|
|
return it->second;
|
|
|
|
int id = ::glGetUniformLocation(m_id, name);
|
|
const_cast<GLShaderProgram*>(this)->m_uniform_location_cache.push_back({ name, id });
|
|
return id;
|
|
}
|
|
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|
} // namespace Slic3r
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