backend: gl_common: no need to store maximum viewport size

Just get it from GL_MAX_VIEWPORT_DIMS

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui 2020-04-24 19:14:35 +01:00
parent 77d733f521
commit 0b377537ec
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GPG Key ID: 37C999F617EA1A47
2 changed files with 12 additions and 12 deletions

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@ -748,11 +748,14 @@ static int gl_win_shader_from_string(const char *vshader_str, const char *fshade
* Callback to run on root window size change. * Callback to run on root window size change.
*/ */
void gl_resize(struct gl_data *gd, int width, int height) { void gl_resize(struct gl_data *gd, int width, int height) {
GLint viewport_dimensions[2];
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, viewport_dimensions);
gd->height = height; gd->height = height;
gd->width = width; gd->width = width;
assert(gd->vp_width >= gd->width); assert(viewport_dimensions[0] >= gd->width);
assert(gd->vp_height >= gd->height); assert(viewport_dimensions[1] >= gd->height);
glBindTexture(GL_TEXTURE_2D, gd->back_texture); glBindTexture(GL_TEXTURE_2D, gd->back_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_BGR, glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_BGR,
@ -956,8 +959,10 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg
// Set projection matrix to gl viewport dimensions so we can use screen // Set projection matrix to gl viewport dimensions so we can use screen
// coordinates for all vertices // coordinates for all vertices
// Note: OpenGL matrices are column major // Note: OpenGL matrices are column major
GLfloat projection_matrix[4][4] = {{2.0f / (GLfloat)gd->vp_width, 0, 0, 0}, GLint viewport_dimensions[2];
{0, 2.0f / (GLfloat)gd->vp_height, 0, 0}, glGetIntegerv(GL_MAX_VIEWPORT_DIMS, viewport_dimensions);
GLfloat projection_matrix[4][4] = {{2.0f / (GLfloat)viewport_dimensions[0], 0, 0, 0},
{0, 2.0f / (GLfloat)viewport_dimensions[1], 0, 0},
{0, 0, 0, 0}, {0, 0, 0, 0},
{-1, -1, 0, 1}}; {-1, -1, 0, 1}};
@ -1177,10 +1182,7 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
// buffer are skipped anyways, this should have no impact on performance. // buffer are skipped anyways, this should have no impact on performance.
GLint viewport_dimensions[2]; GLint viewport_dimensions[2];
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, viewport_dimensions); glGetIntegerv(GL_MAX_VIEWPORT_DIMS, viewport_dimensions);
gd->vp_width = viewport_dimensions[0]; glViewport(0, 0, viewport_dimensions[0], viewport_dimensions[1]);
gd->vp_height = viewport_dimensions[1];
glViewport(0, 0, gd->vp_width, gd->vp_height);
// Clear screen // Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
@ -1201,8 +1203,8 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
// Set projection matrix to gl viewport dimensions so we can use screen // Set projection matrix to gl viewport dimensions so we can use screen
// coordinates for all vertices // coordinates for all vertices
// Note: OpenGL matrices are column major // Note: OpenGL matrices are column major
GLfloat projection_matrix[4][4] = {{2.0f / (GLfloat)gd->vp_width, 0, 0, 0}, GLfloat projection_matrix[4][4] = {{2.0f / (GLfloat)viewport_dimensions[0], 0, 0, 0},
{0, 2.0f / (GLfloat)gd->vp_height, 0, 0}, {0, 2.0f / (GLfloat)viewport_dimensions[1], 0, 0},
{0, 0, 0, 0}, {0, 0, 0, 0},
{-1, -1, 0, 1}}; {-1, -1, 0, 1}};

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@ -70,8 +70,6 @@ struct gl_data {
bool is_nvidia; bool is_nvidia;
// Height and width of the root window // Height and width of the root window
int height, width; int height, width;
// Height and width of the gl viewport
int vp_height, vp_width;
gl_win_shader_t win_shader; gl_win_shader_t win_shader;
gl_brightness_shader_t brightness_shader; gl_brightness_shader_t brightness_shader;
gl_fill_shader_t fill_shader; gl_fill_shader_t fill_shader;