GLES2: disable texcoord when not using it (see bug #5235)

main
Sylvain 2022-01-27 14:19:52 +01:00 committed by Ryan C. Gordon
parent 5b74459255
commit 7bf8c5a388
1 changed files with 45 additions and 39 deletions

View File

@ -857,6 +857,45 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
return 0;
}
static void
SetTextureState(GLES2_RenderData *data, SDL_Texture *texture)
{
if (texture != data->drawstate.texture) {
if ((texture != NULL) != data->drawstate.texturing) {
if (texture == NULL) {
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
data->drawstate.texturing = SDL_FALSE;
} else {
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
data->drawstate.texturing = SDL_TRUE;
}
}
if (texture) {
GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata;
#if SDL_HAVE_YUV
if (tdata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
data->glBindTexture(tdata->texture_type, tdata->texture_v);
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
} else if (tdata->nv12) {
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
}
#endif
data->glBindTexture(tdata->texture_type, tdata->texture);
}
data->drawstate.texture = texture;
}
}
static int
SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc, void *vertices)
{
@ -898,40 +937,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
data->drawstate.cliprect_dirty = SDL_FALSE;
}
if (texture != data->drawstate.texture) {
if ((texture != NULL) != data->drawstate.texturing) {
if (texture == NULL) {
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
data->drawstate.texturing = SDL_FALSE;
} else {
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
data->drawstate.texturing = SDL_TRUE;
}
}
if (texture) {
GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata;
#if SDL_HAVE_YUV
if (tdata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
data->glBindTexture(tdata->texture_type, tdata->texture_v);
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
} else if (tdata->nv12) {
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
}
#endif
data->glBindTexture(tdata->texture_type, tdata->texture);
}
data->drawstate.texture = texture;
}
SetTextureState(data, texture);
if (texture) {
stride = sizeof(SDL_Vertex);
@ -1352,7 +1358,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
GLES2_ActivateRenderer(renderer);
renderdata->drawstate.texture = NULL; /* we trash this state. */
SetTextureState(renderdata, NULL); /* we trash this state. */
/* Determine the corresponding GLES texture format params */
switch (texture->format)
@ -1581,7 +1587,7 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
return 0;
}
data->drawstate.texture = NULL; /* we trash this state. */
SetTextureState(data, NULL); /* we trash this state. */
/* Create a texture subimage with the supplied data */
data->glBindTexture(tdata->texture_type, tdata->texture);
@ -1664,7 +1670,7 @@ GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
return 0;
}
data->drawstate.texture = NULL; /* we trash this state. */
SetTextureState(data, NULL); /* we trash this state. */
data->glBindTexture(tdata->texture_type, tdata->texture_v);
GLES2_TexSubImage2D(data, tdata->texture_type,
@ -1715,7 +1721,7 @@ GLES2_UpdateTextureNV(SDL_Renderer * renderer, SDL_Texture * texture,
return 0;
}
data->drawstate.texture = NULL; /* we trash this state. */
SetTextureState(data, NULL); /* we trash this state. */
data->glBindTexture(tdata->texture_type, tdata->texture_u);
GLES2_TexSubImage2D(data, tdata->texture_type,
@ -1836,7 +1842,7 @@ GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
GLES2_ActivateRenderer(renderer);
if (data->drawstate.texture == texture) {
data->drawstate.texture = NULL;
SetTextureState(data, NULL);
}
if (data->drawstate.target == texture) {
data->drawstate.target = NULL;