switch to use mat4
Change-Id: I8283a989cfd2b74d53958150bc90298bc083fee7
diff --git a/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp b/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp
index cde1e3a..0979647 100644
--- a/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp
+++ b/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp
@@ -76,25 +76,9 @@
void GLES20RenderEngine::setViewportAndProjection(
size_t vpw, size_t vph, size_t w, size_t h, bool yswap) {
-
- struct ortho {
- inline void operator() (GLfloat *m,
- GLfloat left, GLfloat right, GLfloat bottom, GLfloat top,
- GLfloat near, GLfloat far) const {
- memset(m, 0, 16*sizeof(GLfloat));
- m[ 0] = 2.0f / (right - left);
- m[ 5] = 2.0f / (top - bottom);
- m[10] =-2.0f / (far - near);
- m[15] = 1.0f;
- m[12] = -(right + left) / (right - left);
- m[13] = -(top + bottom) / (top - bottom);
- m[14] = -(far + near) / (far - near);
- }
- } ortho;
-
- GLfloat m[16];
- if (yswap) ortho(m, 0, w, h, 0, 0, 1);
- else ortho(m, 0, w, 0, h, 0, 1);
+ mat4 m;
+ if (yswap) m = mat4::ortho(0, w, h, 0, 0, 1);
+ else m = mat4::ortho(0, w, 0, h, 0, 1);
glViewport(0, 0, vpw, vph);
mState.setProjectionMatrix(m);