From f5911bdc595f3eb6a53bfc9d7f010fe252a9ebfd Mon Sep 17 00:00:00 2001 From: Sylvain Date: Fri, 28 Jan 2022 15:31:56 +0100 Subject: [PATCH] GLES2: disable texcoord when not using it (see bug #5235) similar to opengl backend code: - glDisableVertexAttribArray doesn't need to depend on 'drawstate.texture' value - move binding code to SetCopyState() --- src/render/opengles2/SDL_render_gles2.c | 66 ++++++++++++------------- 1 file changed, 33 insertions(+), 33 deletions(-) diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c index ec7517bc6..4a326e590 100644 --- a/src/render/opengles2/SDL_render_gles2.c +++ b/src/render/opengles2/SDL_render_gles2.c @@ -898,39 +898,14 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I data->drawstate.cliprect_dirty = SDL_FALSE; } - if (texture != data->drawstate.texture) { - if ((texture != NULL) != data->drawstate.texturing) { - if (texture == NULL) { - data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD); - data->drawstate.texturing = SDL_FALSE; - } else { - data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD); - data->drawstate.texturing = SDL_TRUE; - } + if ((texture != NULL) != data->drawstate.texturing) { + if (texture == NULL) { + data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD); + data->drawstate.texturing = SDL_FALSE; + } else { + data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD); + data->drawstate.texturing = SDL_TRUE; } - - if (texture) { - GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata; -#if SDL_HAVE_YUV - if (tdata->yuv) { - data->glActiveTexture(GL_TEXTURE2); - data->glBindTexture(tdata->texture_type, tdata->texture_v); - - data->glActiveTexture(GL_TEXTURE1); - data->glBindTexture(tdata->texture_type, tdata->texture_u); - - data->glActiveTexture(GL_TEXTURE0); - } else if (tdata->nv12) { - data->glActiveTexture(GL_TEXTURE1); - data->glBindTexture(tdata->texture_type, tdata->texture_u); - - data->glActiveTexture(GL_TEXTURE0); - } -#endif - data->glBindTexture(tdata->texture_type, tdata->texture); - } - - data->drawstate.texture = texture; } if (texture) { @@ -988,6 +963,7 @@ SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, void *vertice GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata; GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; SDL_Texture *texture = cmd->data.draw.texture; + int ret; /* Pick an appropriate shader */ if (renderer->target) { @@ -1093,7 +1069,31 @@ SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, void *vertice } } - return SetDrawState(data, cmd, sourceType, vertices); + ret = SetDrawState(data, cmd, sourceType, vertices); + + if (texture != data->drawstate.texture) { + GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata; +#if SDL_HAVE_YUV + if (tdata->yuv) { + data->glActiveTexture(GL_TEXTURE2); + data->glBindTexture(tdata->texture_type, tdata->texture_v); + + data->glActiveTexture(GL_TEXTURE1); + data->glBindTexture(tdata->texture_type, tdata->texture_u); + + data->glActiveTexture(GL_TEXTURE0); + } else if (tdata->nv12) { + data->glActiveTexture(GL_TEXTURE1); + data->glBindTexture(tdata->texture_type, tdata->texture_u); + + data->glActiveTexture(GL_TEXTURE0); + } +#endif + data->glBindTexture(tdata->texture_type, tdata->texture); + data->drawstate.texture = texture; + } + + return ret; } static int