matrix: unify API, don't use array pointers

This commit is contained in:
emersion 2018-03-15 11:10:56 +01:00
parent b6a3f240c7
commit d26b67cb06
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GPG key ID: 0FDE7BE0E88F5E48
18 changed files with 172 additions and 167 deletions

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@ -122,8 +122,8 @@ static void wlr_gles2_end(struct wlr_renderer *wlr_renderer) {
}
static void wlr_gles2_clear(struct wlr_renderer *wlr_renderer,
const float (*color)[4]) {
glClearColor((*color)[0], (*color)[1], (*color)[2], (*color)[3]);
const float color[static 4]) {
glClearColor(color[0], color[1], color[2], color[3]);
glClear(GL_COLOR_BUFFER_BIT);
}
@ -171,14 +171,15 @@ static void draw_quad() {
}
static bool wlr_gles2_render_texture(struct wlr_renderer *wlr_renderer,
struct wlr_texture *texture, const float (*matrix)[16], float alpha) {
struct wlr_texture *texture, const float matrix[static 16],
float alpha) {
if (!texture || !texture->valid) {
wlr_log(L_ERROR, "attempt to render invalid texture");
return false;
}
wlr_texture_bind(texture);
GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix));
GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, matrix));
GL_CALL(glUniform1f(2, alpha));
draw_quad();
return true;
@ -186,18 +187,18 @@ static bool wlr_gles2_render_texture(struct wlr_renderer *wlr_renderer,
static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer,
const float (*color)[4], const float (*matrix)[16]) {
const float color[static 4], const float matrix[static 16]) {
GL_CALL(glUseProgram(shaders.quad));
GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix));
GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, matrix));
GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
draw_quad();
}
static void wlr_gles2_render_ellipse(struct wlr_renderer *wlr_renderer,
const float (*color)[4], const float (*matrix)[16]) {
const float color[static 4], const float matrix[static 16]) {
GL_CALL(glUseProgram(shaders.ellipse));
GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, matrix));
GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
draw_quad();
}