opengles2: keep cached texturing state correct.

This commit is contained in:
Ryan C. Gordon 2019-02-04 23:32:28 -05:00
parent a609c03ac6
commit b7504f311b

View File

@ -1400,6 +1400,8 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
GLES2_ActivateRenderer(renderer); GLES2_ActivateRenderer(renderer);
renderdata->drawstate.texture = NULL; /* we trash this state. */
/* Determine the corresponding GLES texture format params */ /* Determine the corresponding GLES texture format params */
switch (texture->format) switch (texture->format)
{ {
@ -1595,6 +1597,8 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
return 0; return 0;
} }
renderdata->drawstate.texture = NULL; /* we trash this state. */
/* Create a texture subimage with the supplied data */ /* Create a texture subimage with the supplied data */
data->glBindTexture(tdata->texture_type, tdata->texture); data->glBindTexture(tdata->texture_type, tdata->texture);
GLES2_TexSubImage2D(data, tdata->texture_type, GLES2_TexSubImage2D(data, tdata->texture_type,
@ -1673,6 +1677,8 @@ GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
return 0; return 0;
} }
renderdata->drawstate.texture = NULL; /* we trash this state. */
data->glBindTexture(tdata->texture_type, tdata->texture_v); data->glBindTexture(tdata->texture_type, tdata->texture_v);
GLES2_TexSubImage2D(data, tdata->texture_type, GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2, rect->x / 2,
@ -1867,6 +1873,7 @@ static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, flo
GLES2_ActivateRenderer(renderer); GLES2_ActivateRenderer(renderer);
data->glBindTexture(texturedata->texture_type, texturedata->texture); data->glBindTexture(texturedata->texture_type, texturedata->texture);
renderdata->drawstate.texture = texture;
if (texw) { if (texw) {
*texw = 1.0; *texw = 1.0;
@ -1885,6 +1892,7 @@ static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
GLES2_ActivateRenderer(renderer); GLES2_ActivateRenderer(renderer);
data->glBindTexture(texturedata->texture_type, 0); data->glBindTexture(texturedata->texture_type, 0);
data->drawstate.texture = NULL;
return 0; return 0;
} }