render/gles2: simplify flipped projection

Instead of computing the projection, then flipping, just provide
the correct transform to wlr_matrix_projection().
Simon Ser 2 years ago committed by Isaac Freund
parent c2e4ba1dd0
commit c2e046022f

@ -204,7 +204,7 @@ static void gles2_begin(struct wlr_renderer *wlr_renderer, uint32_t width,
// refresh projection matrix
wlr_matrix_projection(renderer->projection, width, height,
WL_OUTPUT_TRANSFORM_NORMAL);
WL_OUTPUT_TRANSFORM_FLIPPED_180);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
@ -245,12 +245,6 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer,
pop_gles2_debug(renderer);
}
static const float flip_180[9] = {
1.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
};
static bool gles2_render_subtexture_with_matrix(
struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
const struct wlr_fbox *box, const float matrix[static 9],
@ -286,7 +280,6 @@ static bool gles2_render_subtexture_with_matrix(
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE
@ -346,7 +339,6 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE

Loading…
Cancel
Save