Make use_opengl local

The flag is used only locally, there is no need to store it in the
screen structure.
android12_nosecure
Romain Vimont 3 years ago
parent c0c4ba7009
commit 862948b132

@ -280,8 +280,8 @@ screen_init_rendering(struct screen *screen, const char *window_title,
LOGI("Renderer: %s", renderer_name ? renderer_name : "(unknown)");
// starts with "opengl"
screen->use_opengl = renderer_name && !strncmp(renderer_name, "opengl", 6);
if (screen->use_opengl) {
bool use_opengl = renderer_name && !strncmp(renderer_name, "opengl", 6);
if (use_opengl) {
struct sc_opengl *gl = &screen->gl;
sc_opengl_init(gl);
@ -444,7 +444,6 @@ update_texture(struct screen *screen, const AVFrame *frame) {
frame->data[2], frame->linesize[2]);
if (screen->mipmaps) {
assert(screen->use_opengl);
SDL_GL_BindTexture(screen->texture, NULL, NULL);
screen->gl.GenerateMipmap(GL_TEXTURE_2D);
SDL_GL_UnbindTexture(screen->texture);

@ -16,7 +16,6 @@ struct screen {
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *texture;
bool use_opengl;
struct sc_opengl gl;
struct size frame_size;
struct size content_size; // rotated frame_size
@ -41,7 +40,6 @@ struct screen {
.window = NULL, \
.renderer = NULL, \
.texture = NULL, \
.use_opengl = false, \
.gl = {0}, \
.frame_size = { \
.width = 0, \

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