This commit is contained in:
Sylvain 2022-01-28 14:19:10 +01:00 committed by Sylvain Becker
parent a988ce5544
commit 096fe37bb2
1 changed files with 40 additions and 45 deletions

View File

@ -857,45 +857,6 @@ 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)
{
@ -937,7 +898,40 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
data->drawstate.cliprect_dirty = SDL_FALSE;
}
SetTextureState(data, 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;
}
if (texture) {
stride = sizeof(SDL_Vertex);
@ -1358,7 +1352,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
GLES2_ActivateRenderer(renderer);
SetTextureState(renderdata, NULL); /* we trash this state. */
renderdata->drawstate.texture = NULL; /* we trash this state. */
/* Determine the corresponding GLES texture format params */
switch (texture->format)
@ -1587,7 +1581,7 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
return 0;
}
SetTextureState(data, NULL); /* we trash this state. */
data->drawstate.texture = NULL; /* we trash this state. */
/* Create a texture subimage with the supplied data */
data->glBindTexture(tdata->texture_type, tdata->texture);
@ -1670,7 +1664,7 @@ GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
return 0;
}
SetTextureState(data, NULL); /* we trash this state. */
data->drawstate.texture = NULL; /* we trash this state. */
data->glBindTexture(tdata->texture_type, tdata->texture_v);
GLES2_TexSubImage2D(data, tdata->texture_type,
@ -1721,7 +1715,7 @@ GLES2_UpdateTextureNV(SDL_Renderer * renderer, SDL_Texture * texture,
return 0;
}
SetTextureState(data, NULL); /* we trash this state. */
data->drawstate.texture = NULL; /* we trash this state. */
data->glBindTexture(tdata->texture_type, tdata->texture_u);
GLES2_TexSubImage2D(data, tdata->texture_type,
@ -1842,7 +1836,7 @@ GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
GLES2_ActivateRenderer(renderer);
if (data->drawstate.texture == texture) {
SetTextureState(data, NULL);
data->drawstate.texture = NULL;
}
if (data->drawstate.target == texture) {
data->drawstate.target = NULL;
@ -2195,3 +2189,4 @@ SDL_RenderDriver GLES2_RenderDriver = {
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */