Removed SDL_GL_BindTexture() and SDL_GL_UnbindTexture()

Now that we have the OpenGL texture properties, you can directly bind them yourself.

Fixes https://github.com/libsdl-org/SDL/issues/2124
This commit is contained in:
Sam Lantinga 2024-01-07 18:02:49 -08:00
parent 4d5bffc323
commit 7eae08cfc4
10 changed files with 13 additions and 254 deletions

View file

@ -4153,38 +4153,6 @@ void SDL_DestroyRenderer(SDL_Renderer *renderer)
renderer->DestroyRenderer(renderer);
}
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
if (texture->native) {
return SDL_GL_BindTexture(texture->native, texw, texh);
} else if (renderer && renderer->GL_BindTexture) {
FlushRenderCommandsIfTextureNeeded(texture); /* in case the app is going to mess with it. */
return renderer->GL_BindTexture(renderer, texture, texw, texh);
} else {
return SDL_Unsupported();
}
}
int SDL_GL_UnbindTexture(SDL_Texture *texture)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
if (texture->native) {
return SDL_GL_UnbindTexture(texture->native);
} else if (renderer && renderer->GL_UnbindTexture) {
FlushRenderCommandsIfTextureNeeded(texture); /* in case the app messed with it. */
return renderer->GL_UnbindTexture(renderer, texture);
}
return SDL_Unsupported();
}
void *SDL_GetRenderMetalLayer(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer, NULL);