aboutsummaryrefslogtreecommitdiff
path: root/render/gles2/renderer.c
diff options
context:
space:
mode:
Diffstat (limited to 'render/gles2/renderer.c')
-rw-r--r--render/gles2/renderer.c34
1 files changed, 9 insertions, 25 deletions
diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c
index dce59d88..05426fa9 100644
--- a/render/gles2/renderer.c
+++ b/render/gles2/renderer.c
@@ -118,38 +118,22 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
struct wlr_gles2_texture *texture =
get_gles2_texture_in_context(wlr_texture);
- GLuint prog = 0;
+ struct wlr_gles2_tex_shader *shader = NULL;
GLenum target = 0;
- GLint proj_loc = 0;
- GLint invert_y_loc = 0;
- GLint tex_loc = 0;
- GLint alpha_loc = 0;
switch (texture->type) {
case WLR_GLES2_TEXTURE_GLTEX:
case WLR_GLES2_TEXTURE_WL_DRM_GL:
if (texture->has_alpha) {
- prog = renderer->shaders.tex_rgba.program;
- proj_loc = renderer->shaders.tex_rgba.proj;
- invert_y_loc = renderer->shaders.tex_rgba.invert_y;
- tex_loc = renderer->shaders.tex_rgba.tex;
- alpha_loc = renderer->shaders.tex_rgba.alpha;
+ shader = &renderer->shaders.tex_rgba;
} else {
- prog = renderer->shaders.tex_rgbx.program;
- proj_loc = renderer->shaders.tex_rgbx.proj;
- invert_y_loc = renderer->shaders.tex_rgbx.invert_y;
- tex_loc = renderer->shaders.tex_rgbx.tex;
- alpha_loc = renderer->shaders.tex_rgbx.alpha;
+ shader = &renderer->shaders.tex_rgbx;
}
target = GL_TEXTURE_2D;
break;
case WLR_GLES2_TEXTURE_WL_DRM_EXT:
case WLR_GLES2_TEXTURE_DMABUF:
- prog = renderer->shaders.tex_ext.program;
- proj_loc = renderer->shaders.tex_ext.proj;
- invert_y_loc = renderer->shaders.tex_ext.invert_y;
- tex_loc = renderer->shaders.tex_ext.tex;
- alpha_loc = renderer->shaders.tex_ext.alpha;
+ shader = &renderer->shaders.tex_ext;
target = GL_TEXTURE_EXTERNAL_OES;
break;
}
@@ -169,12 +153,12 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glUseProgram(prog);
+ glUseProgram(shader->program);
- glUniformMatrix3fv(proj_loc, 1, GL_FALSE, transposition);
- glUniform1i(invert_y_loc, texture->inverted_y);
- glUniform1f(alpha_loc, alpha);
- glUniform1i(tex_loc, 0);
+ glUniformMatrix3fv(shader->proj, 1, GL_FALSE, transposition);
+ glUniform1i(shader->invert_y, texture->inverted_y);
+ glUniform1i(shader->tex, 0);
+ glUniform1f(shader->alpha, alpha);
draw_quad();