D25907: [platforms/drm] Introduce Gl post-process output rotations
David Edmundson <[email protected]>
| Newsgroups | gmane.comp.kde.devel.kwin |
|---|---|
| Message-ID | <[email protected]> |
davidedmundson added inline comments. INLINE COMMENTS > egl_gbm_backend.cpp:260 > + #version 130 > + uniform mat4 modelViewProjectionMatrix; > + uniform mat4 rotationMatrix; seems unused? Personally I'd say it's the better name. > egl_gbm_backend.cpp:274 > + > +const char *fragmentShader = R"SHADER( > + #version 130 Can we make such GLSL assumptions? I expect this would error on the phone. ShaderManager::instance()->pushShader(ShaderTrait::MapTexture) would be safer. REPOSITORY R108 KWin REVISION DETAIL https://phabricator.kde.org/D25907 To: romangg, #kwin Cc: davidedmundson, PureTryOut, z3ntu, zzag, univerz, kwin, LeGast00n, The-Feren-OS-Dev, sbergeron, jraleigh, fbampaloukas, GB_2, mkulinski, ragreen, jackyalcine, iodelay, crozbo, bwowk, ZrenBot, ngraham, alexeymin, himcesjf, lesliezhai, ali-mohamed, hardening, romangg, jensreuterberg, abetts, sebas, apol, ahiemstra, mart