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.
parent
cb8c91d956
commit
19a5f4ab5d
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@ -585,7 +585,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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renderdata->glGenTextures(1, &data->utexture);
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renderdata->glGenTextures(1, &data->vtexture);
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renderdata->glEnable(textype);
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renderdata->glBindTexture(textype, data->utexture);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
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@ -610,8 +609,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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GL_CLAMP_TO_EDGE);
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renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2,
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(texture_h+1)/2, 0, format, type, NULL);
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renderdata->glDisable(textype);
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}
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if (texture->format == SDL_PIXELFORMAT_NV12 ||
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@ -619,8 +616,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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data->nv12 = SDL_TRUE;
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renderdata->glGenTextures(1, &data->utexture);
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renderdata->glEnable(textype);
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renderdata->glBindTexture(textype, data->utexture);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
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scaleMode);
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@ -632,7 +627,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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GL_CLAMP_TO_EDGE);
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renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w+1)/2,
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(texture_h+1)/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
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renderdata->glDisable(textype);
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}
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return GL_CheckError("", renderer);
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@ -653,7 +647,6 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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renderdata->drawstate.texture = NULL; /* we trash this state. */
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renderdata->glEnable(textype);
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renderdata->glBindTexture(textype, data->texture);
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp));
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@ -696,7 +689,6 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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(rect->w + 1)/2, (rect->h + 1)/2,
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GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
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}
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renderdata->glDisable(textype);
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return GL_CheckError("glTexSubImage2D()", renderer);
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}
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@ -716,7 +708,6 @@ GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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renderdata->drawstate.texture = NULL; /* we trash this state. */
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renderdata->glEnable(textype);
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renderdata->glBindTexture(textype, data->texture);
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
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@ -735,7 +726,6 @@ GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
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(rect->w + 1)/2, (rect->h + 1)/2,
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data->format, data->formattype, Vplane);
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renderdata->glDisable(textype);
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return GL_CheckError("glTexSubImage2D()", renderer);
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}
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@ -776,15 +766,12 @@ GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Scale
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
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renderdata->glEnable(textype);
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renderdata->glBindTexture(textype, data->texture);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
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renderdata->glDisable(textype);
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if (texture->format == SDL_PIXELFORMAT_YV12 ||
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texture->format == SDL_PIXELFORMAT_IYUV) {
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renderdata->glEnable(textype);
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renderdata->glBindTexture(textype, data->utexture);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
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@ -792,16 +779,13 @@ GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Scale
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renderdata->glBindTexture(textype, data->vtexture);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
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renderdata->glDisable(textype);
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}
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if (texture->format == SDL_PIXELFORMAT_NV12 ||
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texture->format == SDL_PIXELFORMAT_NV21) {
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renderdata->glEnable(textype);
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renderdata->glBindTexture(textype, data->utexture);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
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renderdata->glDisable(textype);
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}
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}
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