matrix: remove wlr_matrix_projection()

69477051cc ("matrix: deprecate wlr_matrix_projection") marked it
as deprecated. 1 year later, we can now remove it from our public
API.
This commit is contained in:
Simon Ser 2022-06-07 23:15:34 +02:00 committed by Isaac Freund
parent c2e046022f
commit 96b594110d
5 changed files with 22 additions and 13 deletions

View file

@ -23,6 +23,7 @@
#include "render/vulkan/shaders/texture.frag.h"
#include "render/vulkan/shaders/quad.frag.h"
#include "types/wlr_buffer.h"
#include "types/wlr_matrix.h"
// TODO:
// - simplify stage allocation, don't track allocations but use ringbuffer-like
@ -564,9 +565,9 @@ static void vulkan_begin(struct wlr_renderer *wlr_renderer,
vkCmdSetScissor(cb, 0, 1, &rect);
// Refresh projection matrix.
// wlr_matrix_projection assumes a GL corrdinate system so we need
// matrix_projection() assumes a GL coordinate system so we need
// to pass WL_OUTPUT_TRANSFORM_FLIPPED_180 to adjust it for vulkan.
wlr_matrix_projection(renderer->projection, width, height,
matrix_projection(renderer->projection, width, height,
WL_OUTPUT_TRANSFORM_FLIPPED_180);
renderer->render_width = width;