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Manually transpose the matrix in _cairo_gl_shader_bind_matrix()
To maintain compatibility with OpenGL ES 2.0, the matrix in _cairo_gl_shader_bind_matrix() should be manually transposed, and GL_FALSE passed as the transpose argument to the glUniformMatrix3fv() call as it is the only valid value for that parameter in OpenGL ES 2.0. Reviewed-by: Bryce Harrington <bryce@osg.samsung.com> Acked-by: "Henry (Yu) Song" <henry.song@samsung.com>
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1 changed files with 4 additions and 4 deletions
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@ -973,12 +973,12 @@ _cairo_gl_shader_bind_matrix (cairo_gl_context_t *ctx,
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{
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cairo_gl_dispatch_t *dispatch = &ctx->dispatch;
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float gl_m[9] = {
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m->xx, m->xy, m->x0,
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m->yx, m->yy, m->y0,
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0, 0, 1
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m->xx, m->yx, 0,
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m->xy, m->yy, 0,
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m->x0, m->y0, 1
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};
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assert (location != -1);
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dispatch->UniformMatrix3fv (location, 1, GL_TRUE, gl_m);
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dispatch->UniformMatrix3fv (location, 1, GL_FALSE, gl_m);
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}
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void
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