Check GLEW functions exist before calling them

Fixes https://gitlab.com/kicad/code/kicad/-/issues/6235
This commit is contained in:
Roberto Fernandez Bautista 2020-10-30 19:35:24 +00:00 committed by Seth Hillbrand
parent 33385d0bb0
commit fe415c4134
5 changed files with 33 additions and 17 deletions

View File

@ -67,6 +67,7 @@ CACHED_CONTAINER_GPU::~CACHED_CONTAINER_GPU()
if( m_isMapped )
Unmap();
if( glDeleteBuffers )
glDeleteBuffers( 1, &m_glBufferHandle );
}
@ -75,6 +76,10 @@ void CACHED_CONTAINER_GPU::Map()
{
wxCHECK( !IsMapped(), /*void*/ );
// OpenGL version might suddenly stop being available in Windows when an RDP session is started
if( !glBindBuffer )
throw std::runtime_error( "OpenGL no longer available!" );
glBindBuffer( GL_ARRAY_BUFFER, m_glBufferHandle );
m_vertices = static_cast<VERTEX*>( glMapBuffer( GL_ARRAY_BUFFER, GL_READ_WRITE ) );

View File

@ -51,7 +51,9 @@ CACHED_CONTAINER_RAM::CACHED_CONTAINER_RAM( unsigned int aSize ) :
CACHED_CONTAINER_RAM::~CACHED_CONTAINER_RAM()
{
if( glDeleteBuffers )
glDeleteBuffers( 1, &m_verticesBuffer );
free( m_vertices );
}

View File

@ -85,7 +85,10 @@ GPU_CACHED_MANAGER::~GPU_CACHED_MANAGER()
{
if( m_buffersInitialized )
{
if( glBindBuffer )
glBindBuffer( GL_ARRAY_BUFFER, 0 );
if( glDeleteBuffers )
glDeleteBuffers( 1, &m_indicesBuffer );
}
}

View File

@ -400,7 +400,10 @@ void OPENGL_COMPOSITOR::clean()
m_buffers.clear();
if( glDeleteFramebuffersEXT )
glDeleteFramebuffersEXT( 1, &m_mainFbo );
if( glDeleteRenderbuffersEXT )
glDeleteRenderbuffersEXT( 1, &m_depthBuffer );
m_initialized = false;

View File

@ -58,10 +58,12 @@ SHADER::~SHADER()
Deactivate();
if( isProgramCreated )
{
if( glIsShader )
{
// Delete the shaders and the program
for( std::deque<GLuint>::iterator it = shaderNumbers.begin();
it != shaderNumbers.end(); ++it )
for( std::deque<GLuint>::iterator it = shaderNumbers.begin(); it != shaderNumbers.end();
++it )
{
GLuint shader = *it;
@ -74,6 +76,7 @@ SHADER::~SHADER()
glDeleteProgram( programNumber );
}
}
}
bool SHADER::LoadShaderFromFile( SHADER_TYPE aShaderType, const std::string& aShaderSourceName )