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authorMarkus Mohrhard <markus.mohrhard@collabora.co.uk>2015-01-17 02:29:20 +0100
committerMarkus Mohrhard <markus.mohrhard@googlemail.com>2015-01-17 02:34:38 +0100
commitd20092259c7ea63885a539f911788715f8147ee9 (patch)
tree60ff59a2904c584c99cbcc3f1f5f5af71da56aef /vcl/source/opengl
parent5f6bdce0c0ac687f418821ce328f2987bf340cda (diff)
no need to do that for all contexts
This fixes a crash as we would need to make each context current before calling ReleaseFramebuffers. However this is totally unnecessary as only the current context can have bound framebuffers. Change-Id: I8b1496bb890982742b3d2ebf60fdce47db642d70
Diffstat (limited to 'vcl/source/opengl')
-rw-r--r--vcl/source/opengl/OpenGLContext.cxx16
1 files changed, 0 insertions, 16 deletions
diff --git a/vcl/source/opengl/OpenGLContext.cxx b/vcl/source/opengl/OpenGLContext.cxx
index 9d681ff13e55..4317d56dd6cb 100644
--- a/vcl/source/opengl/OpenGLContext.cxx
+++ b/vcl/source/opengl/OpenGLContext.cxx
@@ -1292,22 +1292,6 @@ void OpenGLContext::clearCurrent()
pCurrentCtx->ReleaseFramebuffers();
}
-void OpenGLContext::resetAllContexts()
-{
- ImplSVData* pSVData = ImplGetSVData();
-
- // release all framebuffers from the old context so we can re-attach the
- // texture in the new context
- for (OpenGLContext* l = pSVData->maGDIData.mpLastContext; l;
- l = l->mpPrevContext)
- {
- l->ReleaseFramebuffers();
- if (l->isCurrent())
- l->resetCurrent();
- assert (!l->mpNextContext || l->mpNextContext->mpPrevContext == l);
- }
-}
-
void OpenGLContext::makeCurrent()
{
ImplSVData* pSVData = ImplGetSVData();