From 2fd93e329a0f56f1ced45515df17b0e6842a9499 Mon Sep 17 00:00:00 2001 From: Vlad Zahorodnii Date: Wed, 3 Nov 2021 19:03:43 +0200 Subject: [PATCH] scenes/opengl: Stop pushing map shader in SceneOpenGL constructor KWin can work just fine even without an initially pushed MapTexture shader. This simplifies the initialization of the SceneOpenGL. --- src/plugins/scenes/opengl/scene_opengl.cpp | 12 ------------ 1 file changed, 12 deletions(-) diff --git a/src/plugins/scenes/opengl/scene_opengl.cpp b/src/plugins/scenes/opengl/scene_opengl.cpp index 2ba11e08ad..83c5c15292 100644 --- a/src/plugins/scenes/opengl/scene_opengl.cpp +++ b/src/plugins/scenes/opengl/scene_opengl.cpp @@ -91,18 +91,6 @@ SceneOpenGL::SceneOpenGL(OpenGLBackend *backend, QObject *parent) return; } - const QSize &s = screens()->size(); - GLRenderTarget::setVirtualScreenSize(s); - GLRenderTarget::setVirtualScreenGeometry(screens()->geometry()); - - // push one shader on the stack so that one is always bound - ShaderManager::instance()->pushShader(ShaderTrait::MapTexture); - if (checkGLError("Init")) { - qCCritical(KWIN_OPENGL) << "OpenGL 2 compositing setup failed"; - init_ok = false; - return; // error - } - // It is not legal to not have a vertex array object bound in a core context if (!GLPlatform::instance()->isGLES() && hasGLExtension(QByteArrayLiteral("GL_ARB_vertex_array_object"))) { glGenVertexArrays(1, &vao);