simple-egl: Minor fix ups.

1) Fix typo when initializing variables
2) Remove gratuitous glFlush() call
3) Localize shader program variable
dev
Scott Moreau 13 years ago committed by Kristian Høgsberg
parent bf1e8660ed
commit 3ea23d0767
  1. 28
      clients/simple-egl.c

@ -61,7 +61,6 @@ struct window {
GLuint fbo;
GLuint color_rbo;
GLuint program;
GLuint rotation_uniform;
GLuint pos;
@ -175,6 +174,7 @@ static void
init_gl(struct window *window)
{
GLuint frag, vert;
GLuint program;
GLint status;
glViewport(0, 0, window->geometry.width, window->geometry.height);
@ -182,31 +182,31 @@ init_gl(struct window *window)
frag = create_shader(window, frag_shader_text, GL_FRAGMENT_SHADER);
vert = create_shader(window, vert_shader_text, GL_VERTEX_SHADER);
window->gl.program = glCreateProgram();
glAttachShader(window->gl.program, frag);
glAttachShader(window->gl.program, vert);
glLinkProgram(window->gl.program);
program = glCreateProgram();
glAttachShader(program, frag);
glAttachShader(program, vert);
glLinkProgram(program);
glGetProgramiv(window->gl.program, GL_LINK_STATUS, &status);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status) {
char log[1000];
GLsizei len;
glGetProgramInfoLog(window->gl.program, 1000, &len, log);
glGetProgramInfoLog(program, 1000, &len, log);
fprintf(stderr, "Error: linking:\n%*s\n", len, log);
exit(1);
}
glUseProgram(window->gl.program);
glUseProgram(program);
window->gl.pos = 0;
window->gl.pos = 1;
window->gl.col = 1;
glBindAttribLocation(window->gl.program, window->gl.pos, "pos");
glBindAttribLocation(window->gl.program, window->gl.col, "color");
glLinkProgram(window->gl.program);
glBindAttribLocation(program, window->gl.pos, "pos");
glBindAttribLocation(program, window->gl.col, "color");
glLinkProgram(program);
window->gl.rotation_uniform =
glGetUniformLocation(window->gl.program, "rotation");
glGetUniformLocation(program, "rotation");
}
static void
@ -340,8 +340,6 @@ redraw(void *data, struct wl_callback *callback, uint32_t time)
glDisableVertexAttribArray(window->gl.pos);
glDisableVertexAttribArray(window->gl.col);
glFlush();
eglSwapBuffers(window->display->egl.dpy, window->egl_surface);
if (callback)
wl_callback_destroy(callback);

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