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authorSimon Ser <contact@emersion.fr>2021-11-16 22:51:06 +0100
committerSimon Zeni <simon@bl4ckb0ne.ca>2021-11-17 16:12:59 +0000
commita04cfca4da42d1cc01047c1cd9e60ef504beae98 (patch)
treeb388fc9f851a7784881cb70509b033bb680f3db8 /render/gles2/shaders.c
parent9a4e1095cad154b7f8ce41cedbfb1e9a7e137d66 (diff)
Remove support for DMA-BUF flags
They are never used in practice, which makes all of our flag handling effectively dead code. Also, APIs such as KMS don't provide a good way to deal with the flags. Let's just fail the DMA-BUF import when clients provide flags.
Diffstat (limited to 'render/gles2/shaders.c')
-rw-r--r--render/gles2/shaders.c7
1 files changed, 1 insertions, 6 deletions
diff --git a/render/gles2/shaders.c b/render/gles2/shaders.c
index d854b270..7898059e 100644
--- a/render/gles2/shaders.c
+++ b/render/gles2/shaders.c
@@ -28,18 +28,13 @@ const GLchar quad_fragment_src[] =
// Textured quads
const GLchar tex_vertex_src[] =
"uniform mat3 proj;\n"
-"uniform bool invert_y;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
-" if (invert_y) {\n"
-" v_texcoord = vec2(texcoord.x, 1.0 - texcoord.y);\n"
-" } else {\n"
-" v_texcoord = texcoord;\n"
-" }\n"
+" v_texcoord = texcoord;\n"
"}\n";
const GLchar tex_fragment_src_rgba[] =