gl_common: fix misunderstanding of VAO

GL_ARRAY_BUFFER is not part of VAO state.

This shouldn't affect compton's behaviour at all, though.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui 2019-06-24 01:51:50 +01:00
parent 85abdef765
commit a52f95acd7
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GPG Key ID: 37C999F617EA1A47
1 changed files with 6 additions and 11 deletions

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@ -239,8 +239,7 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
glEnableVertexAttribArray(vert_coord_loc);
glEnableVertexAttribArray(vert_in_texcoord_loc);
glVertexAttribPointer(vert_coord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, NULL);
glVertexAttribPointer(vert_coord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, NULL);
glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target);
@ -442,6 +441,11 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord) * nrects * 16, coord, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * nrects * 6,
indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(vert_coord_loc);
glEnableVertexAttribArray(vert_in_texcoord_loc);
glVertexAttribPointer(vert_coord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, NULL);
glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
int curr = 0;
glReadBuffer(GL_BACK);
@ -485,16 +489,7 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
glUniform1f(p->unifm_offset_x, 1.0f / (GLfloat)gd->width);
glUniform1f(p->unifm_offset_y, 1.0f / (GLfloat)gd->height);
glEnableVertexAttribArray(vert_coord_loc);
glEnableVertexAttribArray(vert_in_texcoord_loc);
glVertexAttribPointer(vert_coord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, NULL);
glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
glDisableVertexAttribArray(vert_coord_loc);
glDisableVertexAttribArray(vert_in_texcoord_loc);
// XXX use multiple draw calls is probably going to be slow than
// just simply blur the whole area.