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cogl-pipeline-layer: Use CoglTextureType instead of GL target enum
Instead of storing the GLenum for the target of the last used texture for a layer it now stores the CoglTextureType instead. The state name has been renamed to 'texture type' instead of 'texture target'. Previously the default pipeline layer would store 0 here to represent that there is no texture. This has been changed to store COGL_TEXTURE_TYPE_2D instead which means that all pipeline layers always have a valid value for the texture type. Any places that were previously fetching the texture from a layer to determine the target (for example when generating shaders or when enabling a particular texture target) now use the texture type instead. This means they will work even for layers that don't have a texture. This also changes it so that when binding a fallback texture instead of always using a 2D texture it will now use the default texture corresponding to the texture type of the layer. That way when the generated shader tries to do a texture lookup for that type of texture it will get a valid texture object. To make this work the patch adds a default texture for 3D textures to the context and also makes the default rectangle texture actually be a rectangle texture instead of using a 2D texture. Reviewed-by: Robert Bragg <robert@linux.intel.com>
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@@ -779,16 +779,23 @@ flush_layers_common_gl_state_cb (CoglPipelineLayer *layer, void *user_data)
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if (layers_difference & COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA)
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{
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unsigned long state = COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA;
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CoglPipelineLayer *authority =
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_cogl_pipeline_layer_get_authority (layer, state);
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CoglTexture *texture;
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CoglTexture *texture = _cogl_pipeline_layer_get_texture_real (layer);
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GLuint gl_texture;
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GLenum gl_target;
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texture = (authority->texture == NULL ?
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ctx->default_gl_texture_2d_tex :
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authority->texture);
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if (texture == NULL)
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switch (_cogl_pipeline_layer_get_texture_type (layer))
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{
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case COGL_TEXTURE_TYPE_2D:
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texture = ctx->default_gl_texture_2d_tex;
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break;
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case COGL_TEXTURE_TYPE_3D:
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texture = ctx->default_gl_texture_3d_tex;
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break;
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case COGL_TEXTURE_TYPE_RECTANGLE:
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texture = ctx->default_gl_texture_rect_tex;
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break;
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}
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cogl_texture_get_gl_texture (texture,
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&gl_texture,
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