Ported: Unbind texture slots when changing framebuffer

Prevent bugs whereby texture still in use.
- lawnjelly
5e197fd21e
This commit is contained in:
Relintai 2023-08-27 22:19:07 +02:00
parent 33d5dcf399
commit fb142ed6f8
6 changed files with 137 additions and 96 deletions

View File

@ -99,7 +99,7 @@ void RasterizerCanvasBaseGLES2::canvas_begin() {
reset_canvas();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
@ -191,7 +191,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture
state.current_tex = RID();
state.current_tex_ptr = nullptr;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
@ -205,7 +205,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture
texture->render_target->used_in_frame = true;
}
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
state.current_tex = p_texture;
@ -217,7 +217,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture
state.current_tex = RID();
state.current_tex_ptr = nullptr;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
}
@ -230,7 +230,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture
if (!normal_map) {
state.current_normal = RID();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
@ -241,7 +241,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture
normal_map = normal_map->get_ptr();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
state.current_normal = p_normal_map;
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
@ -249,7 +249,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture
} else {
state.current_normal = RID();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
}
@ -272,7 +272,7 @@ void RasterizerCanvasBaseGLES2::draw_window_margins(int *black_margin, RID *blac
draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h),
Rect2(0, 0, (float)black_margin[MARGIN_LEFT] / sz.x, (float)(window_h) / sz.y));
} else if (black_margin[MARGIN_LEFT]) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
@ -284,7 +284,7 @@ void RasterizerCanvasBaseGLES2::draw_window_margins(int *black_margin, RID *blac
draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h),
Rect2(0, 0, (float)black_margin[MARGIN_RIGHT] / sz.x, (float)window_h / sz.y));
} else if (black_margin[MARGIN_RIGHT]) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
@ -298,7 +298,7 @@ void RasterizerCanvasBaseGLES2::draw_window_margins(int *black_margin, RID *blac
Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_TOP] / sz.y));
} else if (black_margin[MARGIN_TOP]) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
@ -312,7 +312,7 @@ void RasterizerCanvasBaseGLES2::draw_window_margins(int *black_margin, RID *blac
Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_BOTTOM] / sz.y));
} else if (black_margin[MARGIN_BOTTOM]) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
@ -364,7 +364,7 @@ void RasterizerCanvasBaseGLES2::_set_uniforms() {
if (state.using_shadow) {
RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, cls->distance);
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
@ -402,7 +402,7 @@ void RasterizerCanvasBaseGLES2::reset_canvas() {
// keeping this for now as there's nothing else that uses texture unit 2
// TODO ^
if (storage->frame.current_rt) {
// glActiveTexture(GL_TEXTURE0 + 2);
// WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + 2);
// glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
}
@ -723,7 +723,7 @@ void RasterizerCanvasBaseGLES2::_copy_screen(const Rect2 &p_rect) {
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
storage->shaders.copy.bind();

View File

@ -1229,7 +1229,7 @@ void RasterizerCanvasGLES2::canvas_render_items_implementation(Item *p_item_list
state.current_normal = RID();
state.canvas_texscreen_used = false;
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
if (bdata.settings_use_batching) {
@ -1617,7 +1617,7 @@ void RasterizerCanvasGLES2::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
}
if (skeleton) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
state.using_skeleton = true;
} else {
@ -1652,7 +1652,7 @@ void RasterizerCanvasGLES2::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
}
if (storage->frame.current_rt->copy_screen_effect.color) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
}
}
@ -1672,7 +1672,7 @@ void RasterizerCanvasGLES2::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + i);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
@ -1852,7 +1852,7 @@ void RasterizerCanvasGLES2::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
_set_uniforms();
state.canvas_shader.use_material((void *)material_ptr);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
if (!t) {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@ -1862,7 +1862,7 @@ void RasterizerCanvasGLES2::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
glBindTexture(t->target, t->tex_id);
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
_legacy_canvas_item_render_commands(p_ci, nullptr, reclip, material_ptr); //redraw using light
state.using_light = nullptr;
@ -1981,7 +1981,7 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
}
if (skeleton) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
state.using_skeleton = true;
} else {
@ -2017,7 +2017,7 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
}
if (storage->frame.current_rt->copy_screen_effect.color) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
}
}
@ -2037,7 +2037,7 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + i);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
@ -2235,7 +2235,7 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
_set_uniforms();
state.canvas_shader.use_material((void *)material_ptr);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
if (!t) {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@ -2245,7 +2245,7 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
glBindTexture(t->target, t->tex_id);
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
// redraw using light.
// if there is no clip item, we can consider scissoring to the intersection area between the light and the item

View File

@ -30,8 +30,8 @@
#include "rasterizer_gles2.h"
#include "core/os/os.h"
#include "core/config/project_settings.h"
#include "core/os/os.h"
#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
@ -317,6 +317,9 @@ void RasterizerGLES2::set_current_render_target(RID p_render_target) {
glViewport(0, 0, OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
}
// Unbind texture slots.
storage->gl_wrapper.reset();
}
void RasterizerGLES2::restore_render_target(bool p_3d_was_drawn) {
@ -379,7 +382,7 @@ void RasterizerGLES2::set_boot_image(const Ref<Image> &p_image, const Color &p_c
}
RasterizerStorageGLES2::Texture *t = storage->texture_owner.get(texture);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, t->tex_id);
canvas->draw_generic_textured_rect(screenrect, Rect2(0, 0, 1, 1));
glBindTexture(GL_TEXTURE_2D, 0);
@ -409,7 +412,7 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re
canvas->canvas_begin();
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
if (rt->external.fbo != 0) {
glBindTexture(GL_TEXTURE_2D, rt->external.color);
} else {
@ -438,7 +441,7 @@ void RasterizerGLES2::output_lens_distorted_to_screen(RID p_render_target, const
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
// output our texture
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt->color);
canvas->draw_lens_distortion_rect(p_screen_rect, p_k1, p_k2, p_eye_center, p_oversample);

View File

@ -188,7 +188,7 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
}
// create a depth texture
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->config.use_rgba_3d_shadows) {
//maximum compatibility, renderbuffer and RGBA shadow
@ -608,7 +608,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
GLenum format = GL_RGB;
GLenum type = GL_UNSIGNED_BYTE;
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth);
glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_buffer_internalformat, size, size);
@ -671,7 +671,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
}
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //use linear, no mipmaps so it does not read from what is being written to
@ -683,7 +683,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
}
//do filtering
//vdc cache
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->resources.radical_inverse_vdc_cache_tex);
// now render to the framebuffer, mipmap level for mipmap level
@ -699,12 +699,12 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
//blur
while (size >= 1) {
glActiveTexture(GL_TEXTURE3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, storage->resources.mipmap_blur_color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, storage->resources.mipmap_blur_color, 0);
glViewport(0, 0, size, size);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
for (int i = 0; i < 6; i++) {
storage->bind_quad_array();
@ -723,12 +723,12 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
}
// restore ranges
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE3); //back to panorama
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE3); //back to panorama
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
@ -1229,7 +1229,7 @@ void RasterizerSceneGLES2::_copy_texture_to_buffer(GLuint p_texture, GLuint p_bu
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, p_texture);
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
@ -1342,12 +1342,12 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
if (p_material->shader->spatial.uses_screen_texture && storage->frame.current_rt) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
}
if (p_material->shader->spatial.uses_depth_texture && storage->frame.current_rt) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
}
@ -1382,7 +1382,7 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
state.current_main_tex = 0;
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + i);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
@ -1496,7 +1496,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
if (p_skeleton) {
if (!storage->config.use_skeleton_software) {
//use float texture workflow
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id);
} else {
//use transform buffer workflow
@ -1804,11 +1804,11 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
t->render_target->used_in_frame = true;
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(t->target, t->tex_id);
restore_tex = true;
} else if (restore_tex) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, state.current_main_tex);
restore_tex = false;
}
@ -1866,7 +1866,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
}
if (restore_tex) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, state.current_main_tex);
restore_tex = false;
}
@ -1916,7 +1916,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, p_light->light_ptr->directional_blend_splits);
if (!state.render_no_shadows && p_light->light_ptr->shadow) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
if (storage->config.use_rgba_3d_shadows) {
glBindTexture(GL_TEXTURE_2D, directional_shadow.color);
} else {
@ -1931,7 +1931,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, true);
if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
if (storage->config.use_rgba_3d_shadows) {
glBindTexture(GL_TEXTURE_2D, shadow_atlas->color);
} else {
@ -1945,7 +1945,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, true);
if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
if (storage->config.use_rgba_3d_shadows) {
glBindTexture(GL_TEXTURE_2D, shadow_atlas->color);
} else {
@ -2233,7 +2233,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
bool use_radiance_map = false;
if (!p_shadow && p_base_env) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_CUBE_MAP, p_base_env);
use_radiance_map = true;
state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, true); //since prev unshaded is false, this needs to be true if exists
@ -2413,11 +2413,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE1, refprobe_1 != nullptr);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, refprobe_2 != nullptr);
if (refprobe_1 != nullptr && refprobe_1 != prev_refprobe_1) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_1->cubemap);
}
if (refprobe_2 != nullptr && refprobe_2 != prev_refprobe_2) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_2->cubemap);
}
rebind = true;
@ -2611,7 +2611,7 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const P
tex = tex->get_ptr(); //resolve for proxies
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(tex->target, tex->tex_id);
glDepthMask(GL_TRUE);
@ -2810,10 +2810,10 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->frame.current_rt->mip_maps[0].color) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
@ -2830,7 +2830,7 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
storage->_copy_screen();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(0, 1));
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); // copy to base level
@ -2846,7 +2846,7 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
if (env && env->dof_blur_near_enabled) {
//convert texture to RGBA format if not already
if (!storage->frame.current_rt->used_dof_blur_near) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
@ -2875,10 +2875,10 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->frame.current_rt->mip_maps[0].color) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
} else {
@ -2905,7 +2905,7 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); // copy to base level
@ -2929,7 +2929,7 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
if (env && (env->dof_blur_near_enabled || env->dof_blur_far_enabled)) {
//these needed to disable filtering, reenamble
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->frame.current_rt->mip_maps[0].color) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
@ -2982,7 +2982,7 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_STRENGTH, env->glow_strength);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LUMINANCE_CAP, env->glow_hdr_luminance_cap);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->frame.current_rt->mip_maps[0].color) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
@ -3007,7 +3007,7 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LOD, storage->frame.current_rt->mip_maps[0].color ? float(i) : 0.0);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_STRENGTH, env->glow_strength);
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->frame.current_rt->mip_maps[0].color) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[1].color);
@ -3029,7 +3029,7 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
}
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
if (storage->frame.current_rt->mip_maps[0].color) {
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
} else {
@ -3068,7 +3068,7 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
}
}
}
glActiveTexture(GL_TEXTURE2);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
} else {
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_MULTI_TEXTURE_GLOW, true);
@ -3076,7 +3076,7 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
for (int i = 0; i < (max_glow_level + 1); i++) {
if (glow_mask & (1 << i)) {
active_glow_level++;
glActiveTexture(GL_TEXTURE1 + active_glow_level);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1 + active_glow_level);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i + 1].color);
if (active_glow_level == 1) {
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true);
@ -3115,7 +3115,7 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(env->color_correction);
if (tex) {
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, true);
glActiveTexture(GL_TEXTURE1);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
glBindTexture(tex->target, tex->tex_id);
}
}
@ -3473,7 +3473,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
#ifdef GLES2_SHADOW_ATLAS_DEBUG_VIEW
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
if (shadow_atlas) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
glViewport(0, 0, storage->frame.current_rt->width / 4, storage->frame.current_rt->height / 4);
@ -3492,7 +3492,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
#ifdef GLES2_SHADOW_DIRECTIONAL_DEBUG_VIEW
if (true) {
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
glViewport(0, 0, storage->frame.current_rt->width / 4, storage->frame.current_rt->height / 4);
@ -3740,7 +3740,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
state.cube_to_dp_shader.bind();
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, shadow_cubemaps[current_cubemap].cubemap);
glDisable(GL_CULL_FACE);
@ -3923,7 +3923,7 @@ void RasterizerSceneGLES2::initialize() {
int cube_size = max_shadow_cubemap_sampler_size;
glActiveTexture(GL_TEXTURE0);
WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
while (cube_size >= 32) {
ShadowCubeMap cube;

View File

@ -120,6 +120,20 @@ PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT
#define GL_MAX_SAMPLES 0x8D57
#endif //!GLES_OVER_GL
void RasterizerStorageGLES2::GLWrapper::initialize(int p_max_texture_image_units) {
texture_unit_table.create(p_max_texture_image_units);
}
void RasterizerStorageGLES2::GLWrapper::reset() {
for (uint32_t i = 0; i < texture_units_bound.size(); i++) {
::glActiveTexture(GL_TEXTURE0 + texture_units_bound[i]);
glBindTexture(GL_TEXTURE_2D, 0);
}
texture_units_bound.clear();
texture_unit_table.blank();
}
void RasterizerStorageGLES2::bind_quad_array() const {
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
@ -599,7 +613,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
texture->compressed = compressed;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (p_type == RS::TEXTURE_TYPE_EXTERNAL) {
@ -669,7 +683,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p
PoolVector<uint8_t>::Read read = img->get_data().read();
ERR_FAIL_COND(!read.ptr());
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
texture->ignore_mipmaps = compressed && !img->has_mipmaps();
@ -798,7 +812,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
PoolVector<uint8_t>::Write wb = data.write();
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
@ -860,7 +874,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
@ -902,7 +916,7 @@ void RasterizerStorageGLES2::texture_set_flags(RID p_texture, uint32_t p_flags)
texture->flags = p_flags;
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (((texture->flags & RS::TEXTURE_FLAG_REPEAT) || (texture->flags & RS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) {
@ -990,7 +1004,7 @@ void RasterizerStorageGLES2::texture_bind(RID p_texture, uint32_t p_texture_no)
ERR_FAIL_COND(!texture);
glActiveTexture(GL_TEXTURE0 + p_texture_no);
gl_wrapper.gl_active_texture(GL_TEXTURE0 + p_texture_no);
glBindTexture(texture->target, texture->tex_id);
}
@ -1180,7 +1194,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
}
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -1188,7 +1202,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //need this for proper sampling
glActiveTexture(GL_TEXTURE1);
gl_wrapper.gl_active_texture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -1197,7 +1211,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// New cubemap that will hold the mipmaps with different roughness values
glActiveTexture(GL_TEXTURE2);
gl_wrapper.gl_active_texture(GL_TEXTURE2);
glGenTextures(1, &sky->radiance);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
@ -1237,7 +1251,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
// third, render to the framebuffer using separate textures, then copy to mipmaps
while (size >= 1) {
//make framebuffer size the texture size, need to use a separate texture for compatibility
glActiveTexture(GL_TEXTURE3);
gl_wrapper.gl_active_texture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, resources.mipmap_blur_color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resources.mipmap_blur_color, 0);
@ -1251,7 +1265,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glViewport(0, 0, size, size);
bind_quad_array();
glActiveTexture(GL_TEXTURE2); //back to panorama
gl_wrapper.gl_active_texture(GL_TEXTURE2); //back to panorama
for (int i = 0; i < 6; i++) {
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i);
@ -1277,7 +1291,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, false);
// restore ranges
glActiveTexture(GL_TEXTURE2); //back to panorama
gl_wrapper.gl_active_texture(GL_TEXTURE2); //back to panorama
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -1285,18 +1299,18 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE3); //back to panorama
gl_wrapper.gl_active_texture(GL_TEXTURE3); //back to panorama
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
gl_wrapper.gl_active_texture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
//reset flags on Sky Texture that may have changed
texture_set_flags(sky->panorama, texture->flags);
// Framebuffer did its job. thank mr framebuffer
glActiveTexture(GL_TEXTURE0); //back to panorama
gl_wrapper.gl_active_texture(GL_TEXTURE0); //back to panorama
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
}
@ -3653,7 +3667,7 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool
skeleton->use_2d = p_2d_skeleton;
if (!config.use_skeleton_software) {
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
#ifdef GLES_OVER_GL
@ -4173,7 +4187,7 @@ void RasterizerStorageGLES2::update_dirty_skeletons() {
return;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
while (skeleton_update_list.first()) {
Skeleton *skeleton = skeleton_update_list.first()->self();
@ -5444,7 +5458,7 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
cls->size = p_width;
cls->height = 16;
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glGenFramebuffers(1, &cls->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
@ -6134,6 +6148,7 @@ void RasterizerStorageGLES2::initialize() {
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &config.max_vertex_texture_image_units);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
gl_wrapper.initialize(config.max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &config.max_cubemap_texture_size);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, config.max_viewport_dimensions);
@ -6187,7 +6202,7 @@ void RasterizerStorageGLES2::initialize() {
for (int i = 0; i < 8 * 8 * 3; i++) {
whitetexdata[i] = 255;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.white_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -6199,7 +6214,7 @@ void RasterizerStorageGLES2::initialize() {
for (int i = 0; i < 8 * 8 * 3; i++) {
blacktexdata[i] = 0;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.black_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, blacktexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -6211,7 +6226,7 @@ void RasterizerStorageGLES2::initialize() {
for (int i = 0; i < 8 * 8 * 4; i++) {
transparenttexdata[i] = 0;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.transparent_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, transparenttexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -6225,7 +6240,7 @@ void RasterizerStorageGLES2::initialize() {
normaltexdata[i + 1] = 128;
normaltexdata[i + 2] = 255;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.normal_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, normaltexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -6239,7 +6254,7 @@ void RasterizerStorageGLES2::initialize() {
anisotexdata[i + 1] = 128;
anisotexdata[i + 2] = 0;
}
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.aniso_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata);
glGenerateMipmap(GL_TEXTURE_2D);
@ -6262,7 +6277,7 @@ void RasterizerStorageGLES2::initialize() {
if (true /*||config.float_texture_supported*/) { //uint8 is similar and works everywhere
glGenTextures(1, &resources.radical_inverse_vdc_cache_tex);
glActiveTexture(GL_TEXTURE0);
gl_wrapper.gl_active_texture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
uint8_t radical_inverse[512];

View File

@ -30,6 +30,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/containers/bitfield_dynamic.h"
#include "core/containers/pool_vector.h"
#include "core/containers/self_list.h"
#include "drivers/gles_common/rasterizer_asserts.h"
@ -44,6 +45,7 @@
class RasterizerCanvasGLES2;
class RasterizerSceneGLES2;
#define WRAPPED_GL_ACTIVE_TEXTURE storage->gl_wrapper.gl_active_texture
class RasterizerStorageGLES2 : public RasterizerStorage {
public:
RasterizerCanvasGLES2 *canvas;
@ -1219,6 +1221,27 @@ public:
} frame;
struct GLWrapper {
mutable BitFieldDynamic texture_unit_table;
mutable LocalVector<uint32_t> texture_units_bound;
void gl_active_texture(GLenum p_texture) const {
::glActiveTexture(p_texture);
p_texture -= GL_TEXTURE0;
// Check for below zero and above max in one check.
ERR_FAIL_COND((unsigned int)p_texture >= texture_unit_table.get_num_bits());
// Set if the first occurrence in the table.
if (texture_unit_table.check_and_set(p_texture)) {
texture_units_bound.push_back(p_texture);
}
}
void initialize(int p_max_texture_image_units);
void reset();
} gl_wrapper;
void initialize();
void finalize();