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Use QOpenGLShaderProgram::bind.

This commit is contained in:
John Preston
2021-06-08 13:25:07 +04:00
parent dd79b3c0d5
commit b3648d0147
3 changed files with 11 additions and 11 deletions

View File

@@ -789,7 +789,7 @@ void Viewport::RendererGL::paintTile(
f.glDisable(GL_BLEND);
});
f.glUseProgram(_imageProgram->programId());
_imageProgram->bind();
_imageProgram->setUniformValue("viewport", uniformViewport);
_imageProgram->setUniformValue("s_texture", GLint(0));
@@ -899,7 +899,7 @@ void Viewport::RendererGL::bindFrame(
tileData.trackIndex = imageIndex;
if (_rgbaFrame) {
ensureARGB32Program();
f.glUseProgram(program.argb32->programId());
program.argb32->bind();
f.glActiveTexture(GL_TEXTURE0);
tileData.textures.bind(f, 0);
if (upload) {
@@ -922,7 +922,7 @@ void Viewport::RendererGL::bindFrame(
program.argb32->setUniformValue("s_texture", GLint(0));
} else {
const auto yuv = data.yuv420;
f.glUseProgram(program.yuv420->programId());
program.yuv420->bind();
f.glActiveTexture(GL_TEXTURE0);
tileData.textures.bind(f, 0);
if (upload) {
@@ -1023,7 +1023,7 @@ void Viewport::RendererGL::drawFirstBlurPass(
QSize blurSize) {
tileData.framebuffers.bind(f, 1);
f.glUseProgram(_blurProgram->programId());
_blurProgram->bind();
f.glActiveTexture(GL_TEXTURE0);
tileData.textures.bind(f, kScaleForBlurTextureIndex);
@@ -1330,7 +1330,7 @@ void Viewport::RendererGL::validateNoiseTexture(
&program,
VertexShader({}),
FragmentShader({ FragmentGenerateNoise() }));
f.glUseProgram(program.programId());
program.bind();
GLint position = program.attributeLocation("position");
f.glVertexAttribPointer(