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:
Sam Lantinga
2024-01-07 18:02:49 -08:00
parent 4d5bffc323
commit 7eae08cfc4
10 changed files with 13 additions and 254 deletions

View File

@@ -1145,7 +1145,7 @@ static int SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const
}
/* This is a little awkward but should avoid texcoord arrays getting into
a bad state if SDL_GL_BindTexture/UnbindTexture are called. */
a bad state if the application is manually binding textures */
if (texture_array != data->drawstate.texture_array) {
if (texture_array) {
data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -1610,105 +1610,6 @@ static void GL_DestroyRenderer(SDL_Renderer *renderer)
SDL_free(renderer);
}
static int GL_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh)
{
GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
GL_TextureData *texturedata = (GL_TextureData *)texture->driverdata;
const GLenum textype = data->textype;
GL_ActivateRenderer(renderer);
data->glEnable(textype);
#if SDL_HAVE_YUV
if (texturedata->yuv) {
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
}
data->glBindTexture(textype, texturedata->vtexture);
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE1_ARB);
}
data->glBindTexture(textype, texturedata->utexture);
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
}
if (texturedata->nv12) {
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE1_ARB);
}
data->glBindTexture(textype, texturedata->utexture);
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
}
#endif
data->glBindTexture(textype, texturedata->texture);
data->drawstate.texturing = SDL_TRUE;
data->drawstate.texture = texture;
if (texw) {
*texw = (float)texturedata->texw;
}
if (texh) {
*texh = (float)texturedata->texh;
}
return 0;
}
static int GL_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
const GLenum textype = data->textype;
#if SDL_HAVE_YUV
GL_TextureData *texturedata = (GL_TextureData *)texture->driverdata;
#endif
GL_ActivateRenderer(renderer);
#if SDL_HAVE_YUV
if (texturedata->yuv) {
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
}
data->glBindTexture(textype, 0);
data->glDisable(textype);
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE1_ARB);
}
data->glBindTexture(textype, 0);
data->glDisable(textype);
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
}
if (texturedata->nv12) {
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE1_ARB);
}
data->glBindTexture(textype, 0);
data->glDisable(textype);
if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
}
#endif
data->glBindTexture(textype, 0);
data->glDisable(textype);
data->drawstate.texturing = SDL_FALSE;
data->drawstate.texture = NULL;
return 0;
}
static int GL_SetVSync(SDL_Renderer *renderer, const int vsync)
{
int retval;
@@ -1828,8 +1729,6 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, SDL_PropertiesID crea
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->SetVSync = GL_SetVSync;
renderer->GL_BindTexture = GL_BindTexture;
renderer->GL_UnbindTexture = GL_UnbindTexture;
renderer->info = GL_RenderDriver.info;
renderer->info.flags = 0; /* will set some flags below. */
renderer->driverdata = data;