opengl: Don't enable/disable texturing except when actually rendering.

Otherwise our cached state goes out of sync when updating a texture. Since
these state changes aren't necessary, they were removed instead of updating
the cached state.

Fixes Bugzilla #4998.
Ryan C. Gordon 2020-03-22 14:32:47 -04:00
parent cb8c91d956
commit 19a5f4ab5d
1 changed files with 0 additions and 16 deletions

View File

@ -585,7 +585,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
renderdata->glGenTextures(1, &data->utexture);
renderdata->glGenTextures(1, &data->vtexture);
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
@ -610,8 +609,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2,
(texture_h+1)/2, 0, format, type, NULL);
renderdata->glDisable(textype);
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
@ -619,8 +616,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
data->nv12 = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
scaleMode);
@ -632,7 +627,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w+1)/2,
(texture_h+1)/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
renderdata->glDisable(textype);
}
return GL_CheckError("", renderer);
@ -653,7 +647,6 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
renderdata->drawstate.texture = NULL; /* we trash this state. */
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp));
@ -696,7 +689,6 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
(rect->w + 1)/2, (rect->h + 1)/2,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
}
renderdata->glDisable(textype);
return GL_CheckError("glTexSubImage2D()", renderer);
}
@ -716,7 +708,6 @@ GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
renderdata->drawstate.texture = NULL; /* we trash this state. */
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
@ -735,7 +726,6 @@ GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
(rect->w + 1)/2, (rect->h + 1)/2,
data->format, data->formattype, Vplane);
renderdata->glDisable(textype);
return GL_CheckError("glTexSubImage2D()", renderer);
}
@ -776,15 +766,12 @@ GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Scale
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
renderdata->glDisable(textype);
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
@ -792,16 +779,13 @@ GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Scale
renderdata->glBindTexture(textype, data->vtexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
renderdata->glDisable(textype);
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
renderdata->glDisable(textype);
}
}