surface->shader = &surface->compositor->solid_shader;
}
-static void
-surface_to_global_float(struct weston_surface *surface,
- GLfloat sx, GLfloat sy, GLfloat *x, GLfloat *y)
+WL_EXPORT void
+weston_surface_to_global_float(struct weston_surface *surface,
+ GLfloat sx, GLfloat sy, GLfloat *x, GLfloat *y)
{
if (surface->transform.enabled) {
struct weston_vector v = { { sx, sy, 0.0f, 1.0f } };
for (i = 0; i < 4; ++i) {
GLfloat x, y;
- surface_to_global_float(surface, s[i][0], s[i][1], &x, &y);
+ weston_surface_to_global_float(surface,
+ s[i][0], s[i][1], &x, &y);
if (x < min_x)
min_x = x;
if (x > max_x)
}
WL_EXPORT void
-weston_surface_to_global_float(struct weston_surface *surface,
- GLfloat sx, GLfloat sy, GLfloat *x, GLfloat *y)
-{
- surface_to_global_float(surface, sx, sy, x, y);
-}
-
-WL_EXPORT void
weston_surface_to_global_fixed(struct weston_surface *surface,
wl_fixed_t sx, wl_fixed_t sy,
wl_fixed_t *x, wl_fixed_t *y)