Fix incorrect shader state after shader interface creation
Use store-current-and-restore-previous OpenGL program in the OpenGL Shader Interface. This is a better fix for the initial error, which additionally solves interface artifacts when opening non-default startyp files on macOS with AMD GPU.
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@ -1004,11 +1004,6 @@ bool GLShader::finalize(const shader::ShaderCreateInfo *info)
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else {
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interface = new GLShaderInterface(shader_program_);
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}
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/**
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* WORKAROUND: Creating the shader interface changes the active program.
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* Make sure to update the context, otherwise we might have a missing bind.
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*/
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Context::get()->shader = this;
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return true;
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}
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@ -200,6 +200,9 @@ static Type gpu_type_from_gl_type(int gl_type)
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GLShaderInterface::GLShaderInterface(GLuint program)
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{
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GLuint last_program;
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glGetIntegerv(GL_CURRENT_PROGRAM, (GLint *)&last_program);
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/* Necessary to make #glUniform works. */
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glUseProgram(program);
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@ -385,6 +388,8 @@ GLShaderInterface::GLShaderInterface(GLuint program)
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// this->debug_print();
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this->sort_inputs();
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glUseProgram(last_program);
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}
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GLShaderInterface::GLShaderInterface(GLuint program, const shader::ShaderCreateInfo &info)
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@ -442,6 +447,9 @@ GLShaderInterface::GLShaderInterface(GLuint program, const shader::ShaderCreateI
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uint32_t name_buffer_offset = 0;
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/* Necessary to make #glUniform works. TODO(fclem) Remove. */
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GLuint last_program;
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glGetIntegerv(GL_CURRENT_PROGRAM, (GLint *)&last_program);
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glUseProgram(program);
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/* Attributes */
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@ -552,6 +560,8 @@ GLShaderInterface::GLShaderInterface(GLuint program, const shader::ShaderCreateI
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this->sort_inputs();
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// this->debug_print();
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glUseProgram(last_program);
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}
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GLShaderInterface::~GLShaderInterface()
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