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Diffstat (limited to 'src/imports/shaders/shadereffectitem.cpp')
-rw-r--r--src/imports/shaders/shadereffectitem.cpp35
1 files changed, 16 insertions, 19 deletions
diff --git a/src/imports/shaders/shadereffectitem.cpp b/src/imports/shaders/shadereffectitem.cpp
index 73c3d39d..a59d371b 100644
--- a/src/imports/shaders/shadereffectitem.cpp
+++ b/src/imports/shaders/shadereffectitem.cpp
@@ -437,36 +437,33 @@ void ShaderEffectItem::renderEffect(QPainter *painter, const QMatrix4x4 &matrix)
bindGeometry();
// Optimization, disable depth test when we know we don't need it.
+ QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
if (m_defaultVertexShader) {
- glDepthMask(false);
- glDisable(GL_DEPTH_TEST);
+ f->glDepthMask(false);
+ f->glDisable(GL_DEPTH_TEST);
} else {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_GREATER);
- glDepthMask(true);
-#if defined(QT_OPENGL_ES)
- glClearDepthf(0);
-#else
- glClearDepth(0);
-#endif
- glClearColor(0, 0, 0, 0);
- glClear(GL_DEPTH_BUFFER_BIT);
+ f->glEnable(GL_DEPTH_TEST);
+ f->glDepthFunc(GL_GREATER);
+ f->glDepthMask(true);
+ f->glClearDepthf(0);
+ f->glClearColor(0, 0, 0, 0);
+ f->glClear(GL_DEPTH_BUFFER_BIT);
}
if (m_blending){
- glEnable(GL_BLEND);
- glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ f->glEnable(GL_BLEND);
+ f->glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
- glDisable(GL_BLEND);
+ f->glDisable(GL_BLEND);
}
if (m_geometry.indexCount())
- glDrawElements(m_geometry.drawingMode(), m_geometry.indexCount(), m_geometry.indexType(), m_geometry.indexData());
+ f->glDrawElements(m_geometry.drawingMode(), m_geometry.indexCount(), m_geometry.indexType(), m_geometry.indexData());
else
- glDrawArrays(m_geometry.drawingMode(), 0, m_geometry.vertexCount());
+ f->glDrawArrays(m_geometry.drawingMode(), 0, m_geometry.vertexCount());
- glDepthMask(false);
- glDisable(GL_DEPTH_TEST);
+ f->glDepthMask(false);
+ f->glDisable(GL_DEPTH_TEST);
for (int i = 0; i < m_attributeNames.size(); ++i)
m_program->disableAttributeArray(m_geometry.attributes()[i].position);