diff --git a/kitty/shaders.c b/kitty/shaders.c index 89b35dbe0..059f705dd 100644 --- a/kitty/shaders.c +++ b/kitty/shaders.c @@ -522,12 +522,11 @@ layout_sprite_map(unsigned int cell_width, unsigned int cell_height, PyObject *r global_state.cell_width = sprite_map.cell_width; global_state.cell_height = sprite_map.cell_height; if (sprite_map.max_texture_size == 0) { - glGetIntegerv(GL_MAX_TEXTURE_SIZE, &(sprite_map.max_texture_size)); - glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &(sprite_map.max_array_texture_layers)); - check_gl(); + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &(sprite_map.max_texture_size)); check_gl(); + glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &(sprite_map.max_array_texture_layers)); check_gl(); sprite_map_set_limits(sprite_map.max_texture_size, sprite_map.max_array_texture_layers); } - sprite_map_set_layout(cell_width, cell_height); + sprite_map_set_layout(sprite_map.cell_width, sprite_map.cell_height); Py_CLEAR(sprite_map.render_cell); sprite_map.render_cell = render_cell; Py_INCREF(sprite_map.render_cell); if (!sprite_map.texture_id) realloc_sprite_texture(); @@ -577,9 +576,6 @@ init_cell_program() { cell_color_table_size = block_size(CELL_PROGRAM, cell_color_table_block_index); cell_color_table_stride = cell_color_table_size / (256 * sizeof(GLuint)); cell_color_table_offset = block_offset(CELL_PROGRAM, cell_uniform_indices[CELL_color_table]); -#define UL(name) cell_uniform_locations[CELL_##name] - glUniform1i(UL(sprites), SPRITE_MAP_UNIT); check_gl(); -#undef UL #undef SET_LOC } @@ -647,6 +643,8 @@ draw_cells_impl(ssize_t vao_idx, GLfloat xstart, GLfloat ystart, GLfloat dx, GLf colors[0] = COLOR(default_fg); colors[1] = COLOR(default_bg); colors[2] = COLOR(highlight_fg); colors[3] = COLOR(highlight_bg); colors[4] = cursor->color; colors[5] = OPT(url_color); glUniform1uiv(UL(default_colors), sizeof(colors)/sizeof(colors[0]), colors); check_gl(); #undef COLOR + static bool cell_constants_set = false; + if (!cell_constants_set) { glUniform1i(UL(sprites), SPRITE_MAP_UNIT); check_gl(); cell_constants_set = true; } bind_vertex_array(vao_idx); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); check_gl(); unbind_vertex_array();