render/gles2: move shaders to render_xxx_pass

Stop storing the shader on the renderer and instead create a
dedicated shader per wlr_render_xxx_pass.
This commit is contained in:
YaoBing Xiao 2026-03-18 15:08:47 +08:00
parent fb6cfcf809
commit e78131f3d3
5 changed files with 132 additions and 111 deletions

View file

@ -148,7 +148,7 @@ struct wlr_render_rect_pass *get_or_create_render_rect_pass(
#if WLR_HAS_GLES2_RENDERER
else if (wlr_renderer_is_gles2(renderer)) {
pass = wlr_gles2_render_rect_pass_create();
pass = wlr_gles2_render_rect_pass_create(renderer);
}
#endif
@ -200,7 +200,7 @@ struct wlr_render_texture_pass *get_or_create_render_texture_pass(
#if WLR_HAS_GLES2_RENDERER
else if (wlr_renderer_is_gles2(renderer)) {
pass = wlr_gles2_render_texture_pass_create();
pass = wlr_gles2_render_texture_pass_create(renderer);
}
#endif