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>
This commit is contained in:
Zan Dobersek 2015-05-08 01:50:25 -07:00 committed by Bryce Harrington
parent 8b798c320f
commit f52f0e2feb

View file

@ -973,12 +973,12 @@ _cairo_gl_shader_bind_matrix (cairo_gl_context_t *ctx,
{
cairo_gl_dispatch_t *dispatch = &ctx->dispatch;
float gl_m[9] = {
m->xx, m->xy, m->x0,
m->yx, m->yy, m->y0,
0, 0, 1
m->xx, m->yx, 0,
m->xy, m->yy, 0,
m->x0, m->y0, 1
};
assert (location != -1);
dispatch->UniformMatrix3fv (location, 1, GL_TRUE, gl_m);
dispatch->UniformMatrix3fv (location, 1, GL_FALSE, gl_m);
}
void