[cogl-material] Always glBindTexture when flushing material state

Bug #1457 - Creating a new texture messes up the cogl material state
            cache; reported by Neil Roberts

We still don't have caching of bound texture state so we always have to
re-bind the texture when flushing the GL state of any material layers.
This commit is contained in:
Robert Bragg 2009-02-19 09:20:20 +00:00
parent d13b9de2e2
commit 5e956a88b8

View File

@ -903,25 +903,6 @@ _cogl_material_flush_layers_gl_state (CoglMaterial *material,
(fallback_mask & (1<<i)) ? TRUE : FALSE;
new_gl_layer_info.disabled =
(disable_mask & (1<<i)) ? TRUE : FALSE;
if (i < ctx->current_layers->len)
{
gl_layer_info =
&g_array_index (ctx->current_layers, CoglLayerInfo, i);
#ifndef DISABLE_MATERIAL_CACHE
if (gl_layer_info->handle == layer_handle &&
!(layer->flags & COGL_MATERIAL_LAYER_FLAG_DIRTY) &&
!(gl_layer_info->layer0_overridden ||
new_gl_layer_info.layer0_overridden) &&
(gl_layer_info->fallback
== new_gl_layer_info.fallback) &&
(gl_layer_info->disabled
== new_gl_layer_info.disabled))
{
continue;
}
#endif
}
tex_handle = layer->texture;
cogl_texture_get_gl_texture (tex_handle, &gl_texture, &gl_target);
@ -972,6 +953,29 @@ _cogl_material_flush_layers_gl_state (CoglMaterial *material,
GE (glBindTexture (gl_target, gl_texture));
#endif
/* XXX: Once we add caching for glBindTexture state, these
* checks should be moved back up to the top of the loop!
*/
if (i < ctx->current_layers->len)
{
gl_layer_info =
&g_array_index (ctx->current_layers, CoglLayerInfo, i);
#ifndef DISABLE_MATERIAL_CACHE
if (gl_layer_info->handle == layer_handle &&
!(layer->flags & COGL_MATERIAL_LAYER_FLAG_DIRTY) &&
!(gl_layer_info->layer0_overridden ||
new_gl_layer_info.layer0_overridden) &&
(gl_layer_info->fallback
== new_gl_layer_info.fallback) &&
(gl_layer_info->disabled
== new_gl_layer_info.disabled))
{
continue;
}
#endif
}
/* Disable the previous target if it was different */
#ifndef DISABLE_MATERIAL_CACHE
if (gl_layer_info &&