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

@ -2013,57 +2013,6 @@ static int GLES2_SetVSync(SDL_Renderer *renderer, const int vsync)
return retval;
}
/*************************************************************************************************
* Bind/unbinding of textures
*************************************************************************************************/
static int GLES2_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
#if SDL_HAVE_YUV
if (texturedata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
data->glBindTexture(texturedata->texture_type, texturedata->texture_v);
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(texturedata->texture_type, texturedata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
} else if (texturedata->nv12) {
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(texturedata->texture_type, texturedata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
}
#endif
data->glBindTexture(texturedata->texture_type, texturedata->texture);
data->drawstate.texture = texture;
if (texw) {
*texw = 1.0;
}
if (texh) {
*texh = 1.0;
}
return 0;
}
static int GLES2_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
data->glBindTexture(texturedata->texture_type, 0);
data->drawstate.texture = NULL;
return 0;
}
/*************************************************************************************************
* Renderer instantiation *
*************************************************************************************************/
@ -2220,8 +2169,6 @@ static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, SDL_PropertiesID c
renderer->DestroyTexture = GLES2_DestroyTexture;
renderer->DestroyRenderer = GLES2_DestroyRenderer;
renderer->SetVSync = GLES2_SetVSync;
renderer->GL_BindTexture = GLES2_BindTexture;
renderer->GL_UnbindTexture = GLES2_UnbindTexture;
#if SDL_HAVE_YUV
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;