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author | Drew DeVault <sir@cmpwn.com> | 2018-03-19 16:36:17 -0400 |
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committer | GitHub <noreply@github.com> | 2018-03-19 16:36:17 -0400 |
commit | a76cef475b6da9d4953e7b3503a35f01aa7c824e (patch) | |
tree | 153daa6a73982424c1e68aaac91b88ef9c67d4d6 /render/gles2/renderer.c | |
parent | 8d490fdb34ad4374b3ab144f1b46296eb81ad316 (diff) | |
parent | 6ecb0eefcba21d923bd01fce688dbd6bd399fbae (diff) |
Merge pull request #733 from emersion/fix-matrix-transpose
Don't use OpenGL matrix transposition
Diffstat (limited to 'render/gles2/renderer.c')
-rw-r--r-- | render/gles2/renderer.c | 21 |
1 files changed, 18 insertions, 3 deletions
diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c index a212e908..8d8dd17f 100644 --- a/render/gles2/renderer.c +++ b/render/gles2/renderer.c @@ -180,8 +180,13 @@ static bool wlr_gles2_render_texture_with_matrix( return false; } + // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set + // to GL_FALSE + float transposition[9]; + wlr_matrix_transpose(transposition, matrix); + wlr_texture_bind(texture); - GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix)); + GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition)); GL_CALL(glUniform1i(1, texture->inverted_y)); GL_CALL(glUniform1f(3, alpha)); draw_quad(); @@ -191,16 +196,26 @@ static bool wlr_gles2_render_texture_with_matrix( static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer, const float color[static 4], const float matrix[static 9]) { + // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set + // to GL_FALSE + float transposition[9]; + wlr_matrix_transpose(transposition, matrix); + GL_CALL(glUseProgram(shaders.quad)); - GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix)); + GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition)); GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3])); draw_quad(); } static void wlr_gles2_render_ellipse(struct wlr_renderer *wlr_renderer, const float color[static 4], const float matrix[static 9]) { + // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set + // to GL_FALSE + float transposition[9]; + wlr_matrix_transpose(transposition, matrix); + GL_CALL(glUseProgram(shaders.ellipse)); - GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix)); + GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition)); GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3])); draw_quad(); } |