glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
- glUseProgram(0);
/* The source texture is bound to a fbo, we have to flush it here. */
glamor_put_context(glamor_priv);
glamor_priv->state = RENDER_STATE;
glUniform1i(sampler_uniform_location, 0);
glUniform1i(glamor_priv->finish_access_revert[0], 0);
glUniform1i(glamor_priv->finish_access_swap_rb[0], 0);
- glUseProgram(0);
glamor_priv->finish_access_revert[1] =
glGetUniformLocation(glamor_priv->finish_access_prog[1], "revert");
glUniform1i(glamor_priv->finish_access_revert[1], 0);
glUniform1i(sampler_uniform_location, 0);
glUniform1i(glamor_priv->finish_access_swap_rb[1], 0);
- glUseProgram(0);
glamor_put_context(glamor_priv);
}
free(vertices);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
- glUseProgram(0);
glamor_put_context(glamor_priv);
glamor_priv->state = RENDER_STATE;
glamor_priv->render_idle_cnt = 0;
}
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
- glUseProgram(0);
glamor_put_context(glamor_priv);
glDrawArrays(GL_POINTS, 0, num_points);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
- glUseProgram(0);
glamor_put_context(glamor_priv);
glamor_link_glsl_prog(screen, gradient_prog, "radial gradient");
- glUseProgram(0);
-
if (dyn_gen) {
index = 2;
glamor_priv->radial_max_nstops = stops_count;
glamor_link_glsl_prog(screen, gradient_prog, "linear gradient");
- glUseProgram(0);
-
if (dyn_gen) {
index = 2;
glamor_priv->linear_max_nstops = stops_count;
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
- glUseProgram(0);
glamor_put_context(glamor_priv);
return dst_picture;
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
- glUseProgram(0);
glamor_put_context(glamor_priv);
return NULL;
}
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
- glUseProgram(0);
glamor_put_context(glamor_priv);
return dst_picture;
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
- glUseProgram(0);
glamor_put_context(glamor_priv);
return NULL;
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glUseProgram(0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDeleteTextures(1, &tex);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
- glUseProgram(0);
glamor_put_context(glamor_priv);
return temp_fbo;
}
glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
glDisable(GL_BLEND);
DEBUGF("finish rendering.\n");
- glUseProgram(0);
glamor_priv->state = RENDER_STATE;
glamor_priv->render_idle_cnt = 0;
if (saved_source_format)
glamor_priv->tile_wh =
glGetUniformLocation(glamor_priv->tile_prog, "wh");
- glUseProgram(0);
glamor_put_context(glamor_priv);
}
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
- glUseProgram(0);
glamor_put_context(glamor_priv);
glamor_priv->state = RENDER_STATE;
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
glDisable(GL_BLEND);
- glUseProgram(0);
glamor_put_context(glamor_priv);
TRAPEZOID_OUT:
glamor_link_glsl_prog(screen, glamor_priv->trapezoid_prog, "trapezoid");
- glUseProgram(0);
-
glamor_put_context(glamor_priv);
}
glDisableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
glDisableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
glDisableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
- glUseProgram(0);
glamor_put_context(glamor_priv);
return TRUE;
}
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
- glUseProgram(0);
glamor_put_context(glamor_priv);
DamageDamageRegion(port_priv->pDraw, &port_priv->clip);
}