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.
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2fd93e329a
1 changed files with 0 additions and 12 deletions
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@ -91,18 +91,6 @@ SceneOpenGL::SceneOpenGL(OpenGLBackend *backend, QObject *parent)
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return;
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return;
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}
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}
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const QSize &s = screens()->size();
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GLRenderTarget::setVirtualScreenSize(s);
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GLRenderTarget::setVirtualScreenGeometry(screens()->geometry());
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// push one shader on the stack so that one is always bound
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ShaderManager::instance()->pushShader(ShaderTrait::MapTexture);
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if (checkGLError("Init")) {
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qCCritical(KWIN_OPENGL) << "OpenGL 2 compositing setup failed";
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init_ok = false;
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return; // error
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}
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// It is not legal to not have a vertex array object bound in a core context
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// It is not legal to not have a vertex array object bound in a core context
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if (!GLPlatform::instance()->isGLES() && hasGLExtension(QByteArrayLiteral("GL_ARB_vertex_array_object"))) {
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if (!GLPlatform::instance()->isGLES() && hasGLExtension(QByteArrayLiteral("GL_ARB_vertex_array_object"))) {
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glGenVertexArrays(1, &vao);
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glGenVertexArrays(1, &vao);
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