gl_common: make viewport stateless
Also call glViewport before a draw call. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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@ -207,6 +207,8 @@ _gl_average_texture_color(backend_t *base, GLuint source_texture, GLuint destina
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const int to_width = from_width > max_width ? from_width / 2 : from_width;
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const int to_height = from_height > max_height ? from_height / 2 : from_height;
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glViewport(0, 0, width, height);
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// Prepare coordinates
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GLint coord[] = {
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// top left
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@ -395,6 +397,7 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
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// x, y, width, height, dx, dy, ptex->width, ptex->height, z);
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// Bind texture
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glViewport(0, 0, gd->width, gd->height);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, brightness);
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glActiveTexture(GL_TEXTURE0);
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@ -778,7 +781,6 @@ static int gl_win_shader_from_string(const char *vshader_str, const char *fshade
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* Callback to run on root window size change.
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*/
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void gl_resize(struct gl_data *gd, int width, int height) {
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glViewport(0, 0, width, height);
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gd->height = height;
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gd->width = width;
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@ -1395,6 +1397,7 @@ void gl_present(backend_t *base, const region_t *region) {
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sizeof(GLuint) * 6);
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}
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glViewport(0, 0, gd->width, gd->height);
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glUseProgram(gd->present_prog);
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glBindTexture(GL_TEXTURE_2D, gd->back_texture);
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