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Don't create a layer when enabling texture coordinate attributes
When a primitive is drawn with an attribute that contains texture coordinates Cogl will fetch the corresponding layer in order to determine the unit number. However if the pipeline didn't actually have a layer it would end up redundantly creating it. It's probably not a good idea to be modifying the pipeline while flushing the attributes state so this patch makes it pass the no-create flag to the get_layer function and then skips out enabling the attribute if the layer didn't already exist. https://bugzilla.gnome.org/show_bug.cgi?id=702570 Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 7507ad1a55a2aeb5beb8c0e3343e1e1f2805ddde)
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@ -251,17 +251,25 @@ setup_legacy_buffered_attribute (CoglContext *ctx,
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case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
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{
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int layer_number = attribute->name_state->layer_number;
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const CoglPipelineGetLayerFlags flags =
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COGL_PIPELINE_GET_LAYER_NO_CREATE;
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CoglPipelineLayer *layer =
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_cogl_pipeline_get_layer (pipeline, layer_number);
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_cogl_pipeline_get_layer_with_flags (pipeline, layer_number, flags);
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if (layer)
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{
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int unit = _cogl_pipeline_layer_get_unit_index (layer);
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_cogl_bitmask_set (&ctx->enable_texcoord_attributes_tmp, unit, TRUE);
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_cogl_bitmask_set (&ctx->enable_texcoord_attributes_tmp,
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unit,
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TRUE);
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GE (ctx, glClientActiveTexture (GL_TEXTURE0 + unit));
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GE (ctx, glTexCoordPointer (attribute->d.buffered.n_components,
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attribute->d.buffered.type,
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attribute->d.buffered.stride,
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base + attribute->d.buffered.offset));
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}
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break;
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}
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case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
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@ -316,13 +324,24 @@ setup_legacy_const_attribute (CoglContext *ctx,
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case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
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{
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int layer_number = attribute->name_state->layer_number;
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const CoglPipelineGetLayerFlags flags =
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COGL_PIPELINE_GET_LAYER_NO_CREATE;
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CoglPipelineLayer *layer =
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_cogl_pipeline_get_layer (pipeline, layer_number);
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_cogl_pipeline_get_layer_with_flags (pipeline,
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layer_number,
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flags);
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if (layer)
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{
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int unit = _cogl_pipeline_layer_get_unit_index (layer);
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GE (ctx, glClientActiveTexture (GL_TEXTURE0 + unit));
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GE (ctx, glMultiTexCoord4f (vector[0], vector[1], vector[2], vector[3]));
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GE (ctx, glMultiTexCoord4f (vector[0],
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vector[1],
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vector[2],
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vector[3]));
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}
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break;
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}
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case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
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