Fix indentation
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parent
2d6b7c118b
commit
67a21bdf56
128
compositor.c
128
compositor.c
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@ -804,81 +804,81 @@ static const char fragment_shader[] =
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static int
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init_shaders(struct wlsc_compositor *ec)
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{
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GLuint v, f, program;
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const char *p;
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char msg[512];
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GLfloat vertices[4 * 5];
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GLint status;
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GLuint v, f, program;
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const char *p;
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char msg[512];
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GLfloat vertices[4 * 5];
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GLint status;
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p = vertex_shader;
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v = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(v, 1, &p, NULL);
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glCompileShader(v);
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glGetShaderiv(v, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(v, sizeof msg, NULL, msg);
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fprintf(stderr, "vertex shader info: %s\n", msg);
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return -1;
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}
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p = vertex_shader;
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v = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(v, 1, &p, NULL);
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glCompileShader(v);
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glGetShaderiv(v, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(v, sizeof msg, NULL, msg);
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fprintf(stderr, "vertex shader info: %s\n", msg);
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return -1;
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}
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p = fragment_shader;
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f = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(f, 1, &p, NULL);
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glCompileShader(f);
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glGetShaderiv(f, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(f, sizeof msg, NULL, msg);
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fprintf(stderr, "fragment shader info: %s\n", msg);
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return -1;
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}
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p = fragment_shader;
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f = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(f, 1, &p, NULL);
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glCompileShader(f);
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glGetShaderiv(f, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(f, sizeof msg, NULL, msg);
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fprintf(stderr, "fragment shader info: %s\n", msg);
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return -1;
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}
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program = glCreateProgram();
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glAttachShader(program, v);
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glAttachShader(program, f);
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glBindAttribLocation(program, 0, "position");
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glBindAttribLocation(program, 1, "texcoord");
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program = glCreateProgram();
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glAttachShader(program, v);
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glAttachShader(program, f);
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glBindAttribLocation(program, 0, "position");
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glBindAttribLocation(program, 1, "texcoord");
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (!status) {
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glGetProgramInfoLog(program, sizeof msg, NULL, msg);
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fprintf(stderr, "link info: %s\n", msg);
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return -1;
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}
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (!status) {
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glGetProgramInfoLog(program, sizeof msg, NULL, msg);
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fprintf(stderr, "link info: %s\n", msg);
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return -1;
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}
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glUseProgram(program);
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ec->proj_uniform = glGetUniformLocation(program, "proj");
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ec->tex_uniform = glGetUniformLocation(program, "tex");
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glUseProgram(program);
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ec->proj_uniform = glGetUniformLocation(program, "proj");
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ec->tex_uniform = glGetUniformLocation(program, "tex");
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vertices[ 0] = 0.0;
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vertices[ 1] = 0.0;
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vertices[ 2] = 0.0;
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vertices[ 3] = 0.0;
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vertices[ 4] = 0.0;
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vertices[ 0] = 0.0;
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vertices[ 1] = 0.0;
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vertices[ 2] = 0.0;
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vertices[ 3] = 0.0;
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vertices[ 4] = 0.0;
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vertices[ 5] = 0.0;
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vertices[ 6] = 1.0;
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vertices[ 7] = 0.0;
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vertices[ 8] = 0.0;
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vertices[ 9] = 1.0;
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vertices[ 5] = 0.0;
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vertices[ 6] = 1.0;
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vertices[ 7] = 0.0;
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vertices[ 8] = 0.0;
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vertices[ 9] = 1.0;
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vertices[10] = 1.0;
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vertices[11] = 0.0;
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vertices[12] = 0.0;
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vertices[13] = 1.0;
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vertices[14] = 0.0;
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vertices[10] = 1.0;
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vertices[11] = 0.0;
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vertices[12] = 0.0;
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vertices[13] = 1.0;
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vertices[14] = 0.0;
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vertices[15] = 1.0;
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vertices[16] = 1.0;
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vertices[17] = 0.0;
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vertices[18] = 1.0;
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vertices[19] = 1.0;
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vertices[15] = 1.0;
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vertices[16] = 1.0;
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vertices[17] = 0.0;
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vertices[18] = 1.0;
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vertices[19] = 1.0;
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glGenBuffers(1, &ec->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, ec->vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof vertices, vertices, GL_STATIC_DRAW);
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glGenBuffers(1, &ec->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, ec->vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof vertices, vertices, GL_STATIC_DRAW);
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return 0;
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return 0;
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}
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static const struct wl_interface visual_interface = {
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