mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-04-21 06:45:44 +00:00
Removed SDL_GL_BindTexture() and SDL_GL_UnbindTexture()
Now that we have the OpenGL texture properties, you can directly bind them yourself. Fixes https://github.com/libsdl-org/SDL/issues/2124
This commit is contained in:
@@ -4153,38 +4153,6 @@ void SDL_DestroyRenderer(SDL_Renderer *renderer)
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renderer->DestroyRenderer(renderer);
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}
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int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
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{
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SDL_Renderer *renderer;
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CHECK_TEXTURE_MAGIC(texture, -1);
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renderer = texture->renderer;
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if (texture->native) {
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return SDL_GL_BindTexture(texture->native, texw, texh);
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} else if (renderer && renderer->GL_BindTexture) {
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FlushRenderCommandsIfTextureNeeded(texture); /* in case the app is going to mess with it. */
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return renderer->GL_BindTexture(renderer, texture, texw, texh);
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} else {
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return SDL_Unsupported();
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}
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}
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int SDL_GL_UnbindTexture(SDL_Texture *texture)
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{
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SDL_Renderer *renderer;
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CHECK_TEXTURE_MAGIC(texture, -1);
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renderer = texture->renderer;
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if (texture->native) {
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return SDL_GL_UnbindTexture(texture->native);
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} else if (renderer && renderer->GL_UnbindTexture) {
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FlushRenderCommandsIfTextureNeeded(texture); /* in case the app messed with it. */
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return renderer->GL_UnbindTexture(renderer, texture);
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}
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return SDL_Unsupported();
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}
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void *SDL_GetRenderMetalLayer(SDL_Renderer *renderer)
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{
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CHECK_RENDERER_MAGIC(renderer, NULL);
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@@ -209,9 +209,6 @@ struct SDL_Renderer
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int (*SetVSync)(SDL_Renderer *renderer, int vsync);
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int (*GL_BindTexture)(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh);
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int (*GL_UnbindTexture)(SDL_Renderer *renderer, SDL_Texture *texture);
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void *(*GetMetalLayer)(SDL_Renderer *renderer);
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void *(*GetMetalCommandEncoder)(SDL_Renderer *renderer);
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@@ -1145,7 +1145,7 @@ static int SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const
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}
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/* This is a little awkward but should avoid texcoord arrays getting into
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a bad state if SDL_GL_BindTexture/UnbindTexture are called. */
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a bad state if the application is manually binding textures */
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if (texture_array != data->drawstate.texture_array) {
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if (texture_array) {
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data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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@@ -1610,105 +1610,6 @@ static void GL_DestroyRenderer(SDL_Renderer *renderer)
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SDL_free(renderer);
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}
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static int GL_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh)
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{
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GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
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GL_TextureData *texturedata = (GL_TextureData *)texture->driverdata;
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const GLenum textype = data->textype;
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GL_ActivateRenderer(renderer);
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data->glEnable(textype);
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#if SDL_HAVE_YUV
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if (texturedata->yuv) {
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE2_ARB);
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}
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data->glBindTexture(textype, texturedata->vtexture);
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE1_ARB);
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}
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data->glBindTexture(textype, texturedata->utexture);
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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}
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if (texturedata->nv12) {
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE1_ARB);
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}
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data->glBindTexture(textype, texturedata->utexture);
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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}
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#endif
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data->glBindTexture(textype, texturedata->texture);
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data->drawstate.texturing = SDL_TRUE;
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data->drawstate.texture = texture;
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if (texw) {
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*texw = (float)texturedata->texw;
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}
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if (texh) {
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*texh = (float)texturedata->texh;
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}
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return 0;
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}
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static int GL_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
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const GLenum textype = data->textype;
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#if SDL_HAVE_YUV
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GL_TextureData *texturedata = (GL_TextureData *)texture->driverdata;
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#endif
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GL_ActivateRenderer(renderer);
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#if SDL_HAVE_YUV
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if (texturedata->yuv) {
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE2_ARB);
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}
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data->glBindTexture(textype, 0);
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data->glDisable(textype);
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE1_ARB);
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}
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data->glBindTexture(textype, 0);
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data->glDisable(textype);
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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}
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if (texturedata->nv12) {
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE1_ARB);
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}
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data->glBindTexture(textype, 0);
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data->glDisable(textype);
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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}
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#endif
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data->glBindTexture(textype, 0);
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data->glDisable(textype);
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data->drawstate.texturing = SDL_FALSE;
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data->drawstate.texture = NULL;
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return 0;
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}
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static int GL_SetVSync(SDL_Renderer *renderer, const int vsync)
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{
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int retval;
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@@ -1828,8 +1729,6 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, SDL_PropertiesID crea
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renderer->DestroyTexture = GL_DestroyTexture;
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renderer->DestroyRenderer = GL_DestroyRenderer;
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renderer->SetVSync = GL_SetVSync;
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renderer->GL_BindTexture = GL_BindTexture;
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renderer->GL_UnbindTexture = GL_UnbindTexture;
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renderer->info = GL_RenderDriver.info;
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renderer->info.flags = 0; /* will set some flags below. */
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renderer->driverdata = data;
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@@ -2013,57 +2013,6 @@ static int GLES2_SetVSync(SDL_Renderer *renderer, const int vsync)
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return retval;
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}
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/*************************************************************************************************
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* Bind/unbinding of textures
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*************************************************************************************************/
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static int GLES2_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
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GLES2_ActivateRenderer(renderer);
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#if SDL_HAVE_YUV
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if (texturedata->yuv) {
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data->glActiveTexture(GL_TEXTURE2);
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data->glBindTexture(texturedata->texture_type, texturedata->texture_v);
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(texturedata->texture_type, texturedata->texture_u);
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data->glActiveTexture(GL_TEXTURE0);
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} else if (texturedata->nv12) {
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(texturedata->texture_type, texturedata->texture_u);
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data->glActiveTexture(GL_TEXTURE0);
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}
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#endif
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data->glBindTexture(texturedata->texture_type, texturedata->texture);
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data->drawstate.texture = texture;
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if (texw) {
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*texw = 1.0;
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}
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if (texh) {
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*texh = 1.0;
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}
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return 0;
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}
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static int GLES2_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
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GLES2_ActivateRenderer(renderer);
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data->glBindTexture(texturedata->texture_type, 0);
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data->drawstate.texture = NULL;
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return 0;
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}
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/*************************************************************************************************
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* Renderer instantiation *
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*************************************************************************************************/
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@@ -2220,8 +2169,6 @@ static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, SDL_PropertiesID c
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renderer->DestroyTexture = GLES2_DestroyTexture;
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renderer->DestroyRenderer = GLES2_DestroyRenderer;
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renderer->SetVSync = GLES2_SetVSync;
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renderer->GL_BindTexture = GLES2_BindTexture;
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renderer->GL_UnbindTexture = GLES2_UnbindTexture;
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#if SDL_HAVE_YUV
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
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