Manually keep track of bound textures, so we don't have to poll each frame

Patch submitted by slime73.
This commit is contained in:
Bart van Strien
2012-01-10 15:36:18 +01:00
parent 51d4553b7d
commit 2ac4a9e6d0
10 changed files with 33 additions and 26 deletions
+11 -11
View File
@@ -77,12 +77,12 @@ namespace opengl
// generate texture save target
glGenTextures(1, &img);
glBindTexture(GL_TEXTURE_2D, img);
bindTexture(img);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
bindTexture(0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, img, 0);
@@ -96,7 +96,7 @@ namespace opengl
}
virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img)
{
glDeleteTextures(1, &img);
deleteTexture(img);
glDeleteRenderbuffers(1, &depth_stencil);
glDeleteFramebuffers(1, &framebuffer);
}
@@ -129,12 +129,12 @@ namespace opengl
// generate texture save target
glGenTextures(1, &img);
glBindTexture(GL_TEXTURE_2D, img);
bindTexture(img);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
bindTexture(0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, img, 0);
@@ -149,7 +149,7 @@ namespace opengl
virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img)
{
glDeleteTextures(1, &img);
deleteTexture(img);
glDeleteRenderbuffersEXT(1, &depth_stencil);
glDeleteFramebuffersEXT(1, &framebuffer);
}
@@ -339,7 +339,7 @@ namespace opengl
GLint gmin = (f.min == Image::FILTER_NEAREST) ? GL_NEAREST : GL_LINEAR;
GLint gmag = (f.mag == Image::FILTER_NEAREST) ? GL_NEAREST : GL_LINEAR;
glBindTexture(GL_TEXTURE_2D, img);
bindTexture(img);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gmin);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gmag);
@@ -349,7 +349,7 @@ namespace opengl
{
GLint gmin, gmag;
glBindTexture(GL_TEXTURE_2D, img);
bindTexture(img);
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &gmin);
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &gmag);
@@ -364,7 +364,7 @@ namespace opengl
GLint wrap_s = (w.s == Image::WRAP_CLAMP) ? GL_CLAMP_TO_EDGE : GL_REPEAT;
GLint wrap_t = (w.t == Image::WRAP_CLAMP) ? GL_CLAMP_TO_EDGE : GL_REPEAT;
glBindTexture(GL_TEXTURE_2D, img);
bindTexture(img);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_s);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_t);
}
@@ -372,7 +372,7 @@ namespace opengl
Image::Wrap Canvas::getWrap() const
{
GLint wrap_s, wrap_t;
glBindTexture(GL_TEXTURE_2D, img);
bindTexture(img);
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &wrap_s);
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, &wrap_t);
@@ -420,7 +420,7 @@ namespace opengl
glMultMatrixf((const GLfloat*)t.getElements());
glBindTexture(GL_TEXTURE_2D, img);
bindTexture(img);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+1
View File
@@ -29,6 +29,7 @@
#include <image/ImageData.h>
#include <common/math.h>
#include <common/Matrix.h>
#include "OpenGL.h"
#include "GLee.h"
namespace love
+7 -4
View File
@@ -61,7 +61,7 @@ namespace opengl
GLuint t;
glGenTextures(1, &t);
textures.push_back(t);
glBindTexture(GL_TEXTURE_2D, t);
bindTexture(t);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
(filter.mag == Image::FILTER_LINEAR) ? GL_LINEAR : GL_NEAREST);
@@ -117,9 +117,11 @@ namespace opengl
createTexture();
}
GLuint t = textures.back();
glBindTexture(GL_TEXTURE_2D, t);
bindTexture(t);
glTexSubImage2D(GL_TEXTURE_2D, 0, texture_x, texture_y, w, h, (type == FONT_TRUETYPE ? GL_LUMINANCE_ALPHA : GL_RGBA), GL_UNSIGNED_BYTE, gd->getData());
g->texture = t;
Quad::Viewport v;
v.x = (float) texture_x;
v.y = (float) texture_y;
@@ -134,7 +136,6 @@ namespace opengl
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&verts[0].s);
glNewList(g->list, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, t);
glPushMatrix();
glTranslatef(static_cast<float>(gd->getBearingX()), static_cast<float>(-gd->getBearingY()), 0.0f);
glDrawArrays(GL_QUADS, 0, 4);
@@ -185,6 +186,7 @@ namespace opengl
glPushMatrix();
// 1.25 is magic line height for true type fonts
if (type == FONT_TRUETYPE) glTranslatef(0, floor(getHeight() / 1.25f + 0.5f), 0);
bindTexture(glyph->texture);
glCallList(glyph->list);
glPopMatrix();
glTranslatef(static_cast<GLfloat>(glyph->spacing), 0, 0);
@@ -205,6 +207,7 @@ namespace opengl
if (!glyph) glyph = addGlyph(character);
glPushMatrix();
glTranslatef(x, floor(y+getHeight() + 0.5f), 0.0f);
bindTexture(glyph->texture);
glCallList(glyph->list);
glPopMatrix();
}
@@ -344,7 +347,7 @@ namespace opengl
std::vector<GLuint>::iterator iter = textures.begin();
while (iter != textures.end())
{
glDeleteTextures(1, (GLuint*)&*iter);
deleteTexture(*iter);
iter++;
}
textures.clear();
+2
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@@ -31,6 +31,7 @@
#include <font/Rasterizer.h>
#include <graphics/Image.h>
#include "OpenGL.h"
#include "GLee.h"
namespace love
@@ -53,6 +54,7 @@ namespace opengl
struct Glyph
{
GLuint list;
GLuint texture;
int spacing;
};
+2
View File
@@ -41,6 +41,8 @@ namespace opengl
: currentFont(0), currentImageFilter(), lineStyle(LINE_SMOOTH), lineWidth(1), matrixLimit(0), userMatrices(0)
{
currentWindow = love::window::sdl::Window::getSingleton();
resetBoundTexture();
}
Graphics::~Graphics()
+1
View File
@@ -37,6 +37,7 @@
#include <window/Window.h>
#include "OpenGL.h"
#include "Font.h"
#include "Image.h"
#include "Quad.h"
+4 -9
View File
@@ -265,12 +265,7 @@ namespace opengl
if (texture == 0)
return;
GLuint boundTex;
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *)&boundTex);
// only bind if this texture is not already bound
if (boundTex != texture)
glBindTexture(GL_TEXTURE_2D, texture);
bindTexture(texture);
}
bool Image::load()
@@ -294,7 +289,7 @@ namespace opengl
bool Image::loadVolatilePOT()
{
glGenTextures(1,(GLuint*)&texture);
glBindTexture(GL_TEXTURE_2D, texture);
bindTexture(texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -340,7 +335,7 @@ namespace opengl
bool Image::loadVolatileNPOT()
{
glGenTextures(1,(GLuint*)&texture);
glBindTexture(GL_TEXTURE_2D, texture);
bindTexture(texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -370,7 +365,7 @@ namespace opengl
// Delete the hardware texture.
if (texture != 0)
{
glDeleteTextures(1, (GLuint*)&texture);
deleteTexture(texture);
texture = 0;
}
}
+2
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@@ -28,6 +28,8 @@
#include <image/ImageData.h>
#include <graphics/Image.h>
#include "OpenGL.h"
// OpenGL
#include "GLee.h"
+2 -2
View File
@@ -253,7 +253,7 @@ namespace opengl
GLint location = getUniformLocation(name);
glActiveTexture(GL_TEXTURE0 + texture_unit);
glBindTexture(GL_TEXTURE_2D, image.getTextureName());
bindTexture(image.getTextureName(), true); // guarantee it gets bound
glUniform1i(location, texture_unit);
// reset texture unit
@@ -271,7 +271,7 @@ namespace opengl
GLint location = getUniformLocation(name);
glActiveTexture(GL_TEXTURE0 + texture_unit);
glBindTexture(GL_TEXTURE_2D, canvas.getTextureName());
bindTexture(canvas.getTextureName(), true); // guarantee it gets bound
glUniform1i(location, texture_unit);
// reset texture unit
@@ -24,6 +24,7 @@
#include <common/Object.h>
#include <string>
#include <map>
#include "OpenGL.h"
#include "Image.h"
#include "Canvas.h"