diff --git a/src/modules/graphics/opengl/OpenGL.cpp b/src/modules/graphics/opengl/OpenGL.cpp index 4fc003f33..0d8192e9b 100644 --- a/src/modules/graphics/opengl/OpenGL.cpp +++ b/src/modules/graphics/opengl/OpenGL.cpp @@ -41,11 +41,13 @@ void initializeContext() contextInitialized = true; + // initialize multiple texture unit support, if available if (GLEE_ARB_multitexture || GLEE_VERSION_1_3) { GLint maxtextureunits; glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxtextureunits); + // shaders/GL2.0 added "Texture Image Units." Total max texture units is the greater of the two if (GLEE_VERSION_2_0 || GLEE_ARB_vertex_shader) { GLint maxtextureimageunits; @@ -55,6 +57,7 @@ void initializeContext() maxtextureunits = maxtextureimageunits; } + textureUnits.clear(); textureUnits.resize(maxtextureunits, 0); GLenum activetextureunit; @@ -62,7 +65,6 @@ void initializeContext() curTextureUnitIndex = activetextureunit - GL_TEXTURE0; - GLuint boundtexture; for (size_t i = 0; i < textureUnits.size(); ++i) { if (GLEE_VERSION_1_3) @@ -70,8 +72,7 @@ void initializeContext() else glActiveTextureARB(GL_TEXTURE0 + i); - glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &boundtexture); - textureUnits[i] = boundtexture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &textureUnits[i]); } if (GLEE_VERSION_1_3) @@ -82,8 +83,11 @@ void initializeContext() else { // multitexturing not supported so we only have 1 texture unit + textureUnits.clear(); textureUnits.resize(1, 0); curTextureUnitIndex = 0; + + glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &textureUnits[0]); } } diff --git a/src/modules/graphics/opengl/ShaderEffect.cpp b/src/modules/graphics/opengl/ShaderEffect.cpp index 741992c38..6bfe4f345 100644 --- a/src/modules/graphics/opengl/ShaderEffect.cpp +++ b/src/modules/graphics/opengl/ShaderEffect.cpp @@ -64,8 +64,9 @@ ShaderEffect::ShaderEffect(const std::string &vertcode, const std::string &fragc , _vertcode(vertcode) , _fragcode(fragcode) { - glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &_max_texture_units); - _max_texture_units = std::max(_max_texture_units - 1, 0); + GLint maxtextureunits; + glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits); + _max_texture_units = std::max(maxtextureunits - 1, 0); // initialize global texture id counters if needed if (_texture_id_counters.size() < (size_t) _max_texture_units) @@ -179,14 +180,14 @@ bool ShaderEffect::loadVolatile() } catch (love::Exception &e) { - std::vector::iterator it; + std::vector::const_iterator it; for (it = shaders.begin(); it != shaders.end(); ++it) glDeleteShader(*it); throw; } - std::vector::iterator it; + std::vector::const_iterator it; for (it = shaders.begin(); it != shaders.end(); ++it) glDeleteShader(*it); @@ -212,8 +213,10 @@ void ShaderEffect::unloadVolatile() // decrement global texture id counters for texture units which had textures bound from this shader for (size_t i = 0; i < _texture_id_list.size(); ++i) { - if (_texture_id_list[i] != 0) - _texture_id_counters[i] = std::max(_texture_id_counters[i] - 1, 0); + if (_texture_id_list[i] == 0) + continue; + + _texture_id_counters[i] = std::max(_texture_id_counters[i] - 1, 0); } // texture list is probably invalid, clear it @@ -271,15 +274,14 @@ void ShaderEffect::attach(bool temporary) if (!temporary) { - // make sure all sent textures are properly bound to their respective TIUs - // note: list potentially contains textureids of deleted/invalid textures! + // make sure all sent textures are properly bound to their respective texture units + // note: list potentially contains texture ids of deleted/invalid textures! for (size_t i = 0; i < _texture_id_list.size(); ++i) { - if (_texture_id_list[i] != 0) - { - GLenum textureunit = GL_TEXTURE0 + i + 1; - bindTextureToUnit(_texture_id_list[i], textureunit, false); - } + if (_texture_id_list[i] == 0) + continue; + + bindTextureToUnit(_texture_id_list[i], GL_TEXTURE0 + i + 1, false); } setActiveTextureUnit(GL_TEXTURE0); } @@ -416,12 +418,14 @@ GLint ShaderEffect::getTextureUnit(const std::string &name) // prefer texture units which are unused by all other shaders std::vector::iterator nextfreeunit = std::find(_texture_id_counters.begin(), _texture_id_counters.end(), 0); + if (nextfreeunit != _texture_id_counters.end()) nextunitindex = std::distance(_texture_id_counters.begin(), nextfreeunit) + 1; // we don't want to use unit 0 else { // no completely unused texture units exist, try to use next free slot in our own list std::vector::iterator nexttexunit = std::find(_texture_id_list.begin(), _texture_id_list.end(), 0); + if (nexttexunit == _texture_id_list.end()) throw love::Exception("No more texture units available for shader."); diff --git a/src/modules/graphics/opengl/wrap_ShaderEffect.cpp b/src/modules/graphics/opengl/wrap_ShaderEffect.cpp index 20e3bffc4..c371450a9 100644 --- a/src/modules/graphics/opengl/wrap_ShaderEffect.cpp +++ b/src/modules/graphics/opengl/wrap_ShaderEffect.cpp @@ -23,7 +23,6 @@ #include "wrap_Canvas.h" #include #include -using namespace std; namespace love {