Make use_opengl local
The flag is used only locally, there is no need to store it in the screen structure.
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parent
c0c4ba7009
commit
862948b132
2 changed files with 2 additions and 5 deletions
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@ -280,8 +280,8 @@ screen_init_rendering(struct screen *screen, const char *window_title,
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LOGI("Renderer: %s", renderer_name ? renderer_name : "(unknown)");
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LOGI("Renderer: %s", renderer_name ? renderer_name : "(unknown)");
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// starts with "opengl"
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// starts with "opengl"
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screen->use_opengl = renderer_name && !strncmp(renderer_name, "opengl", 6);
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bool use_opengl = renderer_name && !strncmp(renderer_name, "opengl", 6);
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if (screen->use_opengl) {
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if (use_opengl) {
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struct sc_opengl *gl = &screen->gl;
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struct sc_opengl *gl = &screen->gl;
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sc_opengl_init(gl);
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sc_opengl_init(gl);
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@ -444,7 +444,6 @@ update_texture(struct screen *screen, const AVFrame *frame) {
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frame->data[2], frame->linesize[2]);
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frame->data[2], frame->linesize[2]);
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if (screen->mipmaps) {
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if (screen->mipmaps) {
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assert(screen->use_opengl);
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SDL_GL_BindTexture(screen->texture, NULL, NULL);
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SDL_GL_BindTexture(screen->texture, NULL, NULL);
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screen->gl.GenerateMipmap(GL_TEXTURE_2D);
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screen->gl.GenerateMipmap(GL_TEXTURE_2D);
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SDL_GL_UnbindTexture(screen->texture);
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SDL_GL_UnbindTexture(screen->texture);
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@ -16,7 +16,6 @@ struct screen {
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SDL_Window *window;
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Renderer *renderer;
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SDL_Texture *texture;
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SDL_Texture *texture;
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bool use_opengl;
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struct sc_opengl gl;
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struct sc_opengl gl;
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struct size frame_size;
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struct size frame_size;
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struct size content_size; // rotated frame_size
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struct size content_size; // rotated frame_size
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@ -41,7 +40,6 @@ struct screen {
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.window = NULL, \
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.window = NULL, \
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.renderer = NULL, \
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.renderer = NULL, \
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.texture = NULL, \
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.texture = NULL, \
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.use_opengl = false, \
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.gl = {0}, \
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.gl = {0}, \
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.frame_size = { \
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.frame_size = { \
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.width = 0, \
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.width = 0, \
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