simple-egl: Minor fix ups.
1) Fix typo when initializing variables 2) Remove gratuitous glFlush() call 3) Localize shader program variable
This commit is contained in:
committed by
Kristian Høgsberg
parent
bf1e8660ed
commit
3ea23d0767
+13
-15
@@ -61,7 +61,6 @@ struct window {
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GLuint fbo;
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GLuint color_rbo;
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GLuint program;
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GLuint rotation_uniform;
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GLuint pos;
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@@ -175,6 +174,7 @@ static void
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init_gl(struct window *window)
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{
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GLuint frag, vert;
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GLuint program;
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GLint status;
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glViewport(0, 0, window->geometry.width, window->geometry.height);
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@@ -182,31 +182,31 @@ init_gl(struct window *window)
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frag = create_shader(window, frag_shader_text, GL_FRAGMENT_SHADER);
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vert = create_shader(window, vert_shader_text, GL_VERTEX_SHADER);
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window->gl.program = glCreateProgram();
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glAttachShader(window->gl.program, frag);
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glAttachShader(window->gl.program, vert);
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glLinkProgram(window->gl.program);
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program = glCreateProgram();
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glAttachShader(program, frag);
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glAttachShader(program, vert);
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glLinkProgram(program);
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glGetProgramiv(window->gl.program, GL_LINK_STATUS, &status);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (!status) {
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char log[1000];
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GLsizei len;
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glGetProgramInfoLog(window->gl.program, 1000, &len, log);
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glGetProgramInfoLog(program, 1000, &len, log);
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fprintf(stderr, "Error: linking:\n%*s\n", len, log);
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exit(1);
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}
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glUseProgram(window->gl.program);
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glUseProgram(program);
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window->gl.pos = 0;
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window->gl.pos = 1;
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window->gl.col = 1;
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glBindAttribLocation(window->gl.program, window->gl.pos, "pos");
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glBindAttribLocation(window->gl.program, window->gl.col, "color");
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glLinkProgram(window->gl.program);
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glBindAttribLocation(program, window->gl.pos, "pos");
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glBindAttribLocation(program, window->gl.col, "color");
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glLinkProgram(program);
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window->gl.rotation_uniform =
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glGetUniformLocation(window->gl.program, "rotation");
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glGetUniformLocation(program, "rotation");
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}
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static void
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@@ -340,8 +340,6 @@ redraw(void *data, struct wl_callback *callback, uint32_t time)
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glDisableVertexAttribArray(window->gl.pos);
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glDisableVertexAttribArray(window->gl.col);
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glFlush();
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eglSwapBuffers(window->display->egl.dpy, window->egl_surface);
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if (callback)
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wl_callback_destroy(callback);
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