diff options
author | Simon Ser <contact@emersion.fr> | 2022-06-07 23:15:34 +0200 |
---|---|---|
committer | Isaac Freund <mail@isaacfreund.com> | 2022-06-08 19:27:36 +0000 |
commit | 96b594110ddbb4ab133ef4c9030a7c416175b20e (patch) | |
tree | c7fafbe43abbbb90246448661b7c9f09159233db /render | |
parent | c2e046022f36001fd2b9fd369ac14acf73a20e23 (diff) |
matrix: remove wlr_matrix_projection()
69477051ccff ("matrix: deprecate wlr_matrix_projection") marked it
as deprecated. 1 year later, we can now remove it from our public
API.
Diffstat (limited to 'render')
-rw-r--r-- | render/gles2/renderer.c | 3 | ||||
-rw-r--r-- | render/vulkan/renderer.c | 5 |
2 files changed, 5 insertions, 3 deletions
diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c index c47081ae..5a2f31b5 100644 --- a/render/gles2/renderer.c +++ b/render/gles2/renderer.c @@ -17,6 +17,7 @@ #include "render/egl.h" #include "render/gles2.h" #include "render/pixel_format.h" +#include "types/wlr_matrix.h" static const GLfloat verts[] = { 1, 0, // top right @@ -203,7 +204,7 @@ static void gles2_begin(struct wlr_renderer *wlr_renderer, uint32_t width, renderer->viewport_height = height; // refresh projection matrix - wlr_matrix_projection(renderer->projection, width, height, + matrix_projection(renderer->projection, width, height, WL_OUTPUT_TRANSFORM_FLIPPED_180); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); diff --git a/render/vulkan/renderer.c b/render/vulkan/renderer.c index 21b36bdd..c373269d 100644 --- a/render/vulkan/renderer.c +++ b/render/vulkan/renderer.c @@ -23,6 +23,7 @@ #include "render/vulkan/shaders/texture.frag.h" #include "render/vulkan/shaders/quad.frag.h" #include "types/wlr_buffer.h" +#include "types/wlr_matrix.h" // TODO: // - simplify stage allocation, don't track allocations but use ringbuffer-like @@ -564,9 +565,9 @@ static void vulkan_begin(struct wlr_renderer *wlr_renderer, vkCmdSetScissor(cb, 0, 1, &rect); // Refresh projection matrix. - // wlr_matrix_projection assumes a GL corrdinate system so we need + // matrix_projection() assumes a GL coordinate system so we need // to pass WL_OUTPUT_TRANSFORM_FLIPPED_180 to adjust it for vulkan. - wlr_matrix_projection(renderer->projection, width, height, + matrix_projection(renderer->projection, width, height, WL_OUTPUT_TRANSFORM_FLIPPED_180); renderer->render_width = width; |