qt: Try to fix linux gcc 11 build
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@@ -281,45 +281,45 @@ OpenGLRenderer::applyOptions()
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void
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OpenGLRenderer::applyShader(const OpenGLShaderPass &shader)
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{
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if (!shader.shader->bind())
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if (!shader.bind())
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return;
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if (shader.vertex_coord != -1) {
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glEnableVertexAttribArray(shader.vertex_coord);
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glVertexAttribPointer(shader.vertex_coord, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), 0);
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if (shader.vertex_coord() != -1) {
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glEnableVertexAttribArray(shader.vertex_coord());
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glVertexAttribPointer(shader.vertex_coord(), 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), 0);
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}
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if (shader.tex_coord != -1) {
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glEnableVertexAttribArray(shader.tex_coord);
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glVertexAttribPointer(shader.tex_coord, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *) (2 * sizeof(GLfloat)));
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if (shader.tex_coord() != -1) {
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glEnableVertexAttribArray(shader.tex_coord());
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glVertexAttribPointer(shader.tex_coord(), 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *) (2 * sizeof(GLfloat)));
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}
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if (shader.color != -1) {
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glEnableVertexAttribArray(shader.color);
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glVertexAttribPointer(shader.color, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *) (4 * sizeof(GLfloat)));
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if (shader.color() != -1) {
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glEnableVertexAttribArray(shader.color());
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glVertexAttribPointer(shader.color(), 4, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *) (4 * sizeof(GLfloat)));
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}
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if (shader.mvp_matrix != -1) {
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if (shader.mvp_matrix() != -1) {
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static const GLfloat mvp[] = {
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1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f
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};
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glUniformMatrix4fv(shader.mvp_matrix, 1, GL_FALSE, mvp);
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glUniformMatrix4fv(shader.mvp_matrix(), 1, GL_FALSE, mvp);
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}
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if (shader.output_size != -1)
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glUniform2f(shader.output_size, destination.width(), destination.height());
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if (shader.output_size() != -1)
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glUniform2f(shader.output_size(), destination.width(), destination.height());
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if (shader.input_size != -1)
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glUniform2f(shader.input_size, source.width(), source.height());
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if (shader.input_size() != -1)
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glUniform2f(shader.input_size(), source.width(), source.height());
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if (shader.texture_size != -1)
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glUniform2f(shader.texture_size, source.width(), source.height());
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if (shader.texture_size() != -1)
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glUniform2f(shader.texture_size(), source.width(), source.height());
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if (shader.frame_count != -1)
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glUniform1i(shader.frame_count, frameCounter);
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if (shader.frame_count() != -1)
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glUniform1i(shader.frame_count(), frameCounter);
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}
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void
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