Просмотр исходного кода

Merge pull request #593 from bunnei/fix-swizzle

gl_state: Fix state management for texture swizzle.
bunnei 8 лет назад
Родитель
Сommit
dfac394e60

+ 1 - 1
src/video_core/renderer_opengl/gl_rasterizer.cpp

@@ -437,7 +437,7 @@ void RasterizerOpenGL::DrawArrays() {
 
 
     // Unbind textures for potential future use as framebuffer attachments
     // Unbind textures for potential future use as framebuffer attachments
     for (auto& texture_unit : state.texture_units) {
     for (auto& texture_unit : state.texture_units) {
-        texture_unit.texture_2d = 0;
+        texture_unit.Unbind();
     }
     }
     state.Apply();
     state.Apply();
 
 

+ 1 - 1
src/video_core/renderer_opengl/gl_rasterizer_cache.cpp

@@ -645,7 +645,7 @@ void CachedSurface::DownloadGLTexture(const MathUtil::Rectangle<u32>& rect, GLui
         glActiveTexture(GL_TEXTURE0);
         glActiveTexture(GL_TEXTURE0);
         glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, &gl_buffer[buffer_offset]);
         glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, &gl_buffer[buffer_offset]);
     } else {
     } else {
-        state.ResetTexture(texture.handle);
+        state.UnbindTexture(texture.handle);
         state.draw.read_framebuffer = read_fb_handle;
         state.draw.read_framebuffer = read_fb_handle;
         state.Apply();
         state.Apply();
 
 

+ 1 - 1
src/video_core/renderer_opengl/gl_resource_manager.h

@@ -38,7 +38,7 @@ public:
         if (handle == 0)
         if (handle == 0)
             return;
             return;
         glDeleteTextures(1, &handle);
         glDeleteTextures(1, &handle);
-        OpenGLState::GetCurState().ResetTexture(handle).Apply();
+        OpenGLState::GetCurState().UnbindTexture(handle).Apply();
         handle = 0;
         handle = 0;
     }
     }
 
 

+ 3 - 8
src/video_core/renderer_opengl/gl_state.cpp

@@ -48,12 +48,7 @@ OpenGLState::OpenGLState() {
     logic_op = GL_COPY;
     logic_op = GL_COPY;
 
 
     for (auto& texture_unit : texture_units) {
     for (auto& texture_unit : texture_units) {
-        texture_unit.texture_2d = 0;
-        texture_unit.sampler = 0;
-        texture_unit.swizzle.r = GL_RED;
-        texture_unit.swizzle.g = GL_GREEN;
-        texture_unit.swizzle.b = GL_BLUE;
-        texture_unit.swizzle.a = GL_ALPHA;
+        texture_unit.Reset();
     }
     }
 
 
     draw.read_framebuffer = 0;
     draw.read_framebuffer = 0;
@@ -286,10 +281,10 @@ void OpenGLState::Apply() const {
     cur_state = *this;
     cur_state = *this;
 }
 }
 
 
-OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
+OpenGLState& OpenGLState::UnbindTexture(GLuint handle) {
     for (auto& unit : texture_units) {
     for (auto& unit : texture_units) {
         if (unit.texture_2d == handle) {
         if (unit.texture_2d == handle) {
-            unit.texture_2d = 0;
+            unit.Unbind();
         }
         }
     }
     }
     return *this;
     return *this;

+ 14 - 1
src/video_core/renderer_opengl/gl_state.h

@@ -91,6 +91,19 @@ public:
             GLint b; // GL_TEXTURE_SWIZZLE_B
             GLint b; // GL_TEXTURE_SWIZZLE_B
             GLint a; // GL_TEXTURE_SWIZZLE_A
             GLint a; // GL_TEXTURE_SWIZZLE_A
         } swizzle;
         } swizzle;
+
+        void Unbind() {
+            texture_2d = 0;
+            swizzle.r = GL_RED;
+            swizzle.g = GL_GREEN;
+            swizzle.b = GL_BLUE;
+            swizzle.a = GL_ALPHA;
+        }
+
+        void Reset() {
+            Unbind();
+            sampler = 0;
+        }
     } texture_units[32];
     } texture_units[32];
 
 
     struct {
     struct {
@@ -137,7 +150,7 @@ public:
     void Apply() const;
     void Apply() const;
 
 
     /// Resets any references to the given resource
     /// Resets any references to the given resource
-    OpenGLState& ResetTexture(GLuint handle);
+    OpenGLState& UnbindTexture(GLuint handle);
     OpenGLState& ResetSampler(GLuint handle);
     OpenGLState& ResetSampler(GLuint handle);
     OpenGLState& ResetProgram(GLuint handle);
     OpenGLState& ResetProgram(GLuint handle);
     OpenGLState& ResetPipeline(GLuint handle);
     OpenGLState& ResetPipeline(GLuint handle);