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@ -86,7 +86,8 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer,
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POP_GLES2_DEBUG;
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}
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static void draw_quad(void) {
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static void draw_quad_with_texcoord(GLfloat x1, GLfloat y1,
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GLfloat x2, GLfloat y2) {
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GLfloat verts[] = {
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1, 0, // top right
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0, 0, // top left
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@ -94,10 +95,10 @@ static void draw_quad(void) {
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0, 1, // bottom left
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};
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GLfloat texcoord[] = {
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1, 0, // top right
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0, 0, // top left
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1, 1, // bottom right
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0, 1, // bottom left
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x2, y1, // top right
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x1, y1, // top left
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x2, y2, // bottom right
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x1, y2, // bottom left
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};
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
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@ -112,8 +113,13 @@ static void draw_quad(void) {
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glDisableVertexAttribArray(1);
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}
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static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
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struct wlr_texture *wlr_texture, const float matrix[static 9],
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static void draw_quad(void) {
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draw_quad_with_texcoord(0, 0, 1, 1);
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}
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static bool gles2_render_subtexture_with_matrix(
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struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
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const struct wlr_fbox *box, const float matrix[static 9],
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float alpha) {
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struct wlr_gles2_renderer *renderer =
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gles2_get_renderer_in_context(wlr_renderer);
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@ -162,7 +168,11 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha);
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draw_quad();
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GLfloat x1 = box->x / wlr_texture->width;
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GLfloat y1 = box->y / wlr_texture->height;
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GLfloat x2 = (box->x + box->width) / wlr_texture->width;
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GLfloat y2 = (box->y + box->height) / wlr_texture->height;
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draw_quad_with_texcoord(x1, y1, x2, y2);
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glBindTexture(texture->target, 0);
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@ -492,7 +502,7 @@ static const struct wlr_renderer_impl renderer_impl = {
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.end = gles2_end,
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.clear = gles2_clear,
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.scissor = gles2_scissor,
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.render_texture_with_matrix = gles2_render_texture_with_matrix,
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.render_subtexture_with_matrix = gles2_render_subtexture_with_matrix,
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.render_quad_with_matrix = gles2_render_quad_with_matrix,
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.render_ellipse_with_matrix = gles2_render_ellipse_with_matrix,
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.formats = gles2_renderer_formats,
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