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(

View File

@ -209,7 +209,7 @@ void OverlayWidget::RendererGL::paintTransformedVideoFrame(
Assert(data.format == Streaming::FrameFormat::YUV420);
Assert(!data.yuv420->size.isEmpty());
const auto yuv = data.yuv420;
_f->glUseProgram(_yuv420Program->programId());
_yuv420Program->bind();
const auto upload = (_trackFrameIndex != data.index)
|| (_streamedIndex != _owner->streamedIndex());
@ -275,7 +275,7 @@ void OverlayWidget::RendererGL::paintTransformedStaticContent(
auto &program = fillTransparentBackground
? _withTransparencyProgram
: _imageProgram;
_f->glUseProgram(program->programId());
program->bind();
if (fillTransparentBackground) {
program->setUniformValue(
"transparentBg",
@ -489,7 +489,7 @@ void OverlayWidget::RendererGL::paintControl(
offset * 4 * sizeof(GLfloat),
coords,
sizeof(coords));
_f->glUseProgram(_fillProgram->programId());
_fillProgram->bind();
_fillProgram->setUniformValue("viewport", _uniformViewport);
FillRectangle(
*_f,
@ -502,7 +502,7 @@ void OverlayWidget::RendererGL::paintControl(
coords + (fgOffset - offset) * 4,
sizeof(coords) - (fgOffset - offset) * 4 * sizeof(GLfloat));
}
_f->glUseProgram(_controlsProgram->programId());
_controlsProgram->bind();
_controlsProgram->setUniformValue("g_opacity", GLfloat(innerOpacity));
_controlsProgram->setUniformValue("viewport", _uniformViewport);
FillTexturedRectangle(*_f, &*_controlsProgram, fgOffset);
@ -654,7 +654,7 @@ void OverlayWidget::RendererGL::paintUsingRaster(
coords,
sizeof(coords));
_f->glUseProgram(_imageProgram->programId());
_imageProgram->bind();
_imageProgram->setUniformValue("viewport", _uniformViewport);
_imageProgram->setUniformValue("s_texture", GLint(0));

@ -1 +1 @@
Subproject commit 4ae6d319634be7aa3530ad3e934a187f630bd6fd
Subproject commit cbb65009ffc443bc88137f2758228c1b185d8d20