mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-02 08:25:07 +01:00
OpenGL: Remove redundant texture.enable_2d field from OpenGLState
All uses of this field where it's false can just set the texture id to 0 instead.
This commit is contained in:
parent
b6c241d667
commit
ff68db61bc
@ -99,7 +99,6 @@ void RasterizerOpenGL::InitObjects() {
|
||||
fb_color_texture.texture.Create();
|
||||
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
|
||||
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
||||
state.Apply();
|
||||
|
||||
@ -115,7 +114,6 @@ void RasterizerOpenGL::InitObjects() {
|
||||
fb_depth_texture.texture.Create();
|
||||
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
|
||||
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
||||
state.Apply();
|
||||
|
||||
@ -493,7 +491,6 @@ void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs:
|
||||
break;
|
||||
}
|
||||
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = texture.texture.handle;
|
||||
state.Apply();
|
||||
|
||||
@ -537,7 +534,6 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
|
||||
break;
|
||||
}
|
||||
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = texture.texture.handle;
|
||||
state.Apply();
|
||||
|
||||
@ -766,10 +762,9 @@ void RasterizerOpenGL::SyncDrawState() {
|
||||
const auto& texture = pica_textures[texture_index];
|
||||
|
||||
if (texture.enabled) {
|
||||
state.texture_units[texture_index].enabled_2d = true;
|
||||
res_cache.LoadAndBindTexture(state, texture_index, texture);
|
||||
} else {
|
||||
state.texture_units[texture_index].enabled_2d = false;
|
||||
state.texture_units[texture_index].texture_2d = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ -804,7 +799,6 @@ void RasterizerOpenGL::ReloadColorBuffer() {
|
||||
}
|
||||
}
|
||||
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
||||
state.Apply();
|
||||
|
||||
@ -862,7 +856,6 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
|
||||
}
|
||||
}
|
||||
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
||||
state.Apply();
|
||||
|
||||
@ -887,7 +880,6 @@ void RasterizerOpenGL::CommitColorBuffer() {
|
||||
|
||||
std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
|
||||
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
||||
state.Apply();
|
||||
|
||||
@ -927,7 +919,6 @@ void RasterizerOpenGL::CommitDepthBuffer() {
|
||||
|
||||
std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
|
||||
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
||||
state.Apply();
|
||||
|
||||
|
@ -40,7 +40,6 @@ OpenGLState::OpenGLState() {
|
||||
logic_op = GL_COPY;
|
||||
|
||||
for (auto& texture_unit : texture_units) {
|
||||
texture_unit.enabled_2d = false;
|
||||
texture_unit.texture_2d = 0;
|
||||
}
|
||||
|
||||
@ -147,16 +146,9 @@ void OpenGLState::Apply() {
|
||||
|
||||
// Textures
|
||||
for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
|
||||
if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d ||
|
||||
texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
|
||||
|
||||
if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
|
||||
glActiveTexture(GL_TEXTURE0 + texture_index);
|
||||
|
||||
if (texture_units[texture_index].enabled_2d) {
|
||||
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -53,7 +53,6 @@ public:
|
||||
|
||||
// 3 texture units - one for each that is used in PICA fragment shader emulation
|
||||
struct {
|
||||
bool enabled_2d; // GL_TEXTURE_2D
|
||||
GLuint texture_2d; // GL_TEXTURE_BINDING_2D
|
||||
} texture_units[3];
|
||||
|
||||
|
@ -163,7 +163,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
|
||||
// only allows rows to have a memory alignement of 4.
|
||||
ASSERT(pixel_stride % 4 == 0);
|
||||
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = texture.handle;
|
||||
state.Apply();
|
||||
|
||||
@ -191,7 +190,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
|
||||
*/
|
||||
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
|
||||
const TextureInfo& texture) {
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = texture.handle;
|
||||
state.Apply();
|
||||
|
||||
@ -239,7 +237,6 @@ void RendererOpenGL::InitOpenGLObjects() {
|
||||
// Allocation of storage is deferred until the first frame, when we
|
||||
// know the framebuffer size.
|
||||
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = texture.handle;
|
||||
state.Apply();
|
||||
|
||||
@ -305,7 +302,6 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
|
||||
UNIMPLEMENTED();
|
||||
}
|
||||
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = texture.handle;
|
||||
state.Apply();
|
||||
|
||||
@ -325,7 +321,6 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x
|
||||
ScreenRectVertex(x+w, y+h, 0.f, 1.f),
|
||||
};
|
||||
|
||||
state.texture_units[0].enabled_2d = true;
|
||||
state.texture_units[0].texture_2d = texture.handle;
|
||||
state.Apply();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user