OpenGL: remove unnecessarily paranoid bound texture preservation.

This commit is contained in:
Brecht Van Lommel 2015-11-28 01:45:23 +01:00
parent 8e1c63b396
commit c76fbf10e2
6 changed files with 16 additions and 43 deletions

View File

@ -89,12 +89,6 @@ void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments
*/
void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments);
/**
* Returns an integer value as obtained by glGetIntegerv.
* The param must cause only one value to be gotten from GL.
*/
int glaGetOneInteger(int param);
/**
* Returns a float value as obtained by glGetFloatv.
* The param must cause only one value to be gotten from GL.

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@ -436,13 +436,6 @@ void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments
glEnd();
}
int glaGetOneInteger(int param)
{
GLint i;
glGetIntegerv(param, &i);
return i;
}
float glaGetOneFloat(int param)
{
GLfloat v;
@ -474,7 +467,6 @@ static int get_cached_work_texture(int *r_w, int *r_h)
static int tex_h = 256;
if (texid == -1) {
GLint ltexid = glaGetOneInteger(GL_TEXTURE_2D);
unsigned char *tbuf;
glGenTextures(1, (GLuint *)&texid);
@ -488,7 +480,7 @@ static int get_cached_work_texture(int *r_w, int *r_h)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, tbuf);
MEM_freeN(tbuf);
glBindTexture(GL_TEXTURE_2D, ltexid);
glBindTexture(GL_TEXTURE_2D, 0);
}
*r_w = tex_w;
@ -501,8 +493,6 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format,
unsigned char *uc_rect = (unsigned char *) rect;
const float *f_rect = (float *)rect;
float xzoom = glaGetOneFloat(GL_ZOOM_X), yzoom = glaGetOneFloat(GL_ZOOM_Y);
int ltexid = glaGetOneInteger(GL_TEXTURE_2D);
int lrowlength = glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
int subpart_x, subpart_y, tex_w, tex_h;
int seamless, offset_x, offset_y, nsubparts_x, nsubparts_y;
int texid = get_cached_work_texture(&tex_w, &tex_h);
@ -617,8 +607,8 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format,
}
}
glBindTexture(GL_TEXTURE_2D, ltexid);
glPixelStorei(GL_UNPACK_ROW_LENGTH, lrowlength);
glBindTexture(GL_TEXTURE_2D, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#ifdef __APPLE__
/* workaround for os x 10.5/10.6 driver bug (above) */
@ -674,8 +664,6 @@ void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int fo
draw_h = min_ii(img_h - off_y, ceil((scissor[3] - rast_y) / yzoom));
if (draw_w > 0 && draw_h > 0) {
int old_row_length = glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
/* Don't use safe RasterPos (slower) if we can avoid it. */
if (rast_x >= 0 && rast_y >= 0) {
glRasterPos2f(rast_x, rast_y);
@ -706,7 +694,7 @@ void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int fo
}
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, old_row_length);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
}

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@ -1063,7 +1063,7 @@ static void draw_plane_marker_image(Scene *scene,
}
if (display_buffer) {
GLuint texid, last_texid;
GLuint texid;
float frame_corners[4][2] = {{0.0f, 0.0f},
{1.0f, 0.0f},
{1.0f, 1.0f},
@ -1085,7 +1085,6 @@ static void draw_plane_marker_image(Scene *scene,
glColor4f(1.0, 1.0, 1.0, plane_track->image_opacity);
last_texid = glaGetOneInteger(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, (GLuint *)&texid);
@ -1109,7 +1108,7 @@ static void draw_plane_marker_image(Scene *scene,
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, last_texid);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
if (transparent) {

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@ -1093,7 +1093,6 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
float viewrect[2];
float col[3];
GLuint texid;
GLuint last_texid;
void *display_buffer;
void *cache_handle = NULL;
const bool is_imbuf = ED_space_sequencer_check_show_imbuf(sseq);
@ -1291,7 +1290,6 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
glColor4f(1.0, 1.0, 1.0, 1.0);
last_texid = glaGetOneInteger(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, (GLuint *)&texid);
@ -1366,7 +1364,7 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
}
glEnd();
glBindTexture(GL_TEXTURE_2D, last_texid);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA)
glDisable(GL_BLEND);

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@ -701,17 +701,15 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, bool is_data, double time, int mipmap)
{
GPUTexture *tex;
GLint w, h, border, lastbindcode, bindcode;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
GLint w, h, border, bindcode;
GPU_update_image_time(ima, time);
/* this binds a texture, so that's why to restore it with lastbindcode */
/* this binds a texture, so that's why to restore it to 0 */
bindcode = GPU_verify_image(ima, iuser, 0, 0, mipmap, is_data);
if (ima->gputexture) {
ima->gputexture->bindcode = bindcode;
glBindTexture(GL_TEXTURE_2D, lastbindcode);
glBindTexture(GL_TEXTURE_2D, 0);
return ima->gputexture;
}
@ -738,7 +736,7 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, bool is_data,
tex->h = tex->h_orig = h - border;
}
glBindTexture(GL_TEXTURE_2D, lastbindcode);
glBindTexture(GL_TEXTURE_2D, 0);
return tex;
}
@ -746,21 +744,19 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, bool is_data,
GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
{
GPUTexture *tex = prv->gputexture[0];
GLint w, h, lastbindcode;
GLint w, h;
GLuint bindcode = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
if (tex)
bindcode = tex->bindcode;
/* this binds a texture, so that's why to restore it */
/* this binds a texture, so that's why we restore it to 0 */
if (bindcode == 0) {
GPU_create_gl_tex(&bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], mipmap, 0, NULL);
}
if (tex) {
tex->bindcode = bindcode;
glBindTexture(GL_TEXTURE_2D, lastbindcode);
glBindTexture(GL_TEXTURE_2D, 0);
return tex;
}
@ -785,7 +781,7 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
tex->h = tex->h_orig = h;
}
glBindTexture(GL_TEXTURE_2D, lastbindcode);
glBindTexture(GL_TEXTURE_2D, 0);
return tex;

View File

@ -2275,7 +2275,6 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
GPUMaterial *mat;
GPUInputUniform *uniform;
GPUInputAttribute *attribute;
GLint lastbindcode;
int i, liblen, fraglen;
/* TODO(sergey): How to detemine whether we need OSD or not here? */
@ -2310,12 +2309,11 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
case GPU_TEX2D:
if (GPU_texture_opengl_bindcode(input->tex)) {
uniform->type = GPU_DYNAMIC_SAMPLER_2DBUFFER;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(input->tex));
uniform->texsize = GPU_texture_opengl_width(input->tex) * GPU_texture_opengl_height(input->tex);
uniform->texpixels = MEM_mallocN(uniform->texsize*4, "RGBApixels");
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, uniform->texpixels);
glBindTexture(GL_TEXTURE_2D, lastbindcode);
glBindTexture(GL_TEXTURE_2D, 0);
}
break;