evas - fix texture context bind reset in gl common using wrong texture

evas gl common was simply resetting to the wrong texture id in the gl
context struct - it was using pipe[0] not state.current. why i don't
know. i know i wrote the pipe[0] code many years ago - really don';t
know. it may have been a transitional piece of code that just happened
t6o work 99% of the time that never got fixe when i added pipes.

@fix
This commit is contained in:
Subhransu Mohanty 2015-09-02 18:55:43 +09:00 committed by Carsten Haitzler (Rasterman)
parent 1df1b23e21
commit 8fe5e277e5
1 changed files with 21 additions and 21 deletions

View File

@ -392,7 +392,7 @@ _pool_tex_new(Evas_Engine_GL_Context *gc, int w, int h, GLenum intformat, GLenum
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
ok = _tex_2d(gc, pt->intformat, w, h, pt->format, pt->dataformat);
glBindTexture(GL_TEXTURE_2D, gc->pipe[0].shader.cur_tex);
glBindTexture(GL_TEXTURE_2D, gc->state.current.cur_tex);
if (!ok)
{
glDeleteTextures(1, &(pt->texture));
@ -624,7 +624,7 @@ _pool_tex_render_new(Evas_Engine_GL_Context *gc, int w, int h, int intformat, in
}
glsym_glBindFramebuffer(GL_FRAMEBUFFER, fnum);
glBindTexture(GL_TEXTURE_2D, gc->pipe[0].shader.cur_tex);
glBindTexture(GL_TEXTURE_2D, gc->state.current.cur_tex);
if (!ok)
{
@ -692,7 +692,7 @@ _pool_tex_native_new(Evas_Engine_GL_Context *gc, int w, int h, int intformat, in
glTexParameteri(im->native.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(im->native.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(im->native.target, 0);
glBindTexture(im->native.target, gc->pipe[0].shader.cur_tex);
glBindTexture(im->native.target, gc->state.current.cur_tex);
texinfo.n.num++;
texinfo.n.pix += pt->w * pt->h;
@ -840,7 +840,7 @@ _pool_tex_dynamic_new(Evas_Engine_GL_Context *gc, int w, int h, int intformat, i
goto error;
}
glBindTexture(GL_TEXTURE_2D, gc->pipe[0].shader.cur_tex);
glBindTexture(GL_TEXTURE_2D, gc->state.current.cur_tex);
#else
if (gc + w + h + intformat + format) return pt;
#endif
@ -927,8 +927,8 @@ evas_gl_texture_pool_empty(Evas_GL_Texture_Pool *pt)
#endif
glDeleteTextures(1, &(pt->texture));
if (pt->gc->pipe[0].shader.cur_tex == pt->texture)
pt->gc->pipe[0].shader.cur_tex = 0;
if (pt->gc->state.current.cur_tex == pt->texture)
pt->gc->state.current.cur_tex = 0;
if (pt->fb)
{
glsym_glDeleteFramebuffers(1, &(pt->fb));
@ -1163,8 +1163,8 @@ evas_gl_common_texture_upload(Evas_GL_Texture *tex, RGBA_Image *im, unsigned int
tpix);
}
//glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
if (tex->pt->texture != tex->gc->pipe[0].shader.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->pipe[0].shader.cur_tex);
if (tex->pt->texture != tex->gc->state.current.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->state.current.cur_tex);
}
void
@ -1262,9 +1262,9 @@ evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
im->image.data);
}
if (tex->pt->texture != tex->gc->pipe[0].shader.cur_tex)
if (tex->pt->texture != tex->gc->state.current.cur_tex)
{
glBindTexture(GL_TEXTURE_2D, tex->gc->pipe[0].shader.cur_tex);
glBindTexture(GL_TEXTURE_2D, tex->gc->state.current.cur_tex);
}
return;
}
@ -1383,8 +1383,8 @@ evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
_tex_sub_2d(tex->gc, u, tex->ty, EVAS_GL_TILE_SIZE, EVAS_GL_TILE_SIZE, fmt, tex->ptt->dataformat, out);
// Switch back to current texture
if (tex->ptt->texture != tex->gc->pipe[0].shader.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->pipe[0].shader.cur_tex);
if (tex->ptt->texture != tex->gc->state.current.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->state.current.cur_tex);
// Now prepare uploading the main texture before returning;
async = malloc(sizeof (Evas_GL_Texture_Async_Preload));
@ -1521,8 +1521,8 @@ evas_gl_common_texture_alpha_update(Evas_GL_Texture *tex, DATA8 *pixels,
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
_tex_sub_2d(tex->gc, tex->x, tex->y, w, h, tex->pt->format,
tex->pt->dataformat, pixels);
if (tex->pt->texture != tex->gc->pipe[0].shader.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->pipe[0].shader.cur_tex);
if (tex->pt->texture != tex->gc->state.current.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->state.current.cur_tex);
}
Evas_GL_Texture *
@ -1696,7 +1696,7 @@ evas_gl_common_texture_rgb_a_pair_update(Evas_GL_Texture *tex,
}
}
on_error:
glBindTexture(GL_TEXTURE_2D, tex->gc->pipe[0].shader.cur_tex);
glBindTexture(GL_TEXTURE_2D, tex->gc->state.current.cur_tex);
}
Evas_GL_Texture *
@ -1878,8 +1878,8 @@ evas_gl_common_texture_yuv_update(Evas_GL_Texture *tex, DATA8 **rows, unsigned i
_tex_sub_2d(tex->gc, 0, y, w / 2, 1, tex->ptv->format, tex->ptv->dataformat, rows[h + (h / 2) + y]);
}
}
if (tex->pt->texture != tex->gc->pipe[0].shader.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->pipe[0].shader.cur_tex);
if (tex->pt->texture != tex->gc->state.current.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->state.current.cur_tex);
}
static Evas_GL_Texture *
@ -2047,8 +2047,8 @@ evas_gl_common_texture_yuy2_update(Evas_GL_Texture *tex, DATA8 **rows, unsigned
_tex_sub_2d(tex->gc, 0, y, w / 2, 1, tex->ptuv->format, tex->ptuv->dataformat, rows[y]);
}
if (tex->pt->texture != tex->gc->pipe[0].shader.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->pipe[0].shader.cur_tex);
if (tex->pt->texture != tex->gc->state.current.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->state.current.cur_tex);
}
void
@ -2102,8 +2102,8 @@ evas_gl_common_texture_nv12_update(Evas_GL_Texture *tex, DATA8 **rows, unsigned
_tex_sub_2d(tex->gc, 0, y, w / 2, 1, tex->ptuv->format, tex->ptuv->dataformat, rows[h + y]);
}
}
if (tex->pt->texture != tex->gc->pipe[0].shader.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->pipe[0].shader.cur_tex);
if (tex->pt->texture != tex->gc->state.current.cur_tex)
glBindTexture(GL_TEXTURE_2D, tex->gc->state.current.cur_tex);
}
void