cogl-material: Compare GL texture numbers for material layer textures

When deciding if a material layer is equal it now compares the GL
target and texture number if the textures are not sliced. This is
needed to get batching across atlased textures.
This commit is contained in:
Neil Roberts 2010-02-01 13:25:19 +00:00
parent e20c98e548
commit e4455041c8

View File

@ -1712,13 +1712,36 @@ _cogl_material_flush_gl_state (CoglHandle handle,
0, sizeof (CoglMaterialFlushOptions));
}
static gboolean
_cogl_material_texture_equal (CoglHandle texture0, CoglHandle texture1)
{
GLenum gl_handle0, gl_handle1, gl_target0, gl_target1;
/* If the texture handles are the same then the textures are
definitely equal */
if (texture0 == texture1)
return TRUE;
/* If neither texture is sliced then they could still be the same if
the are referring to the same GL texture */
if (cogl_texture_is_sliced (texture0) ||
cogl_texture_is_sliced (texture1))
return FALSE;
cogl_texture_get_gl_texture (texture0, &gl_handle0, &gl_target0);
cogl_texture_get_gl_texture (texture1, &gl_handle1, &gl_target1);
return gl_handle0 == gl_handle1 && gl_target0 == gl_target1;
}
static gboolean
_cogl_material_layer_equal (CoglMaterialLayer *material0_layer,
CoglHandle material0_layer_texture,
CoglMaterialLayer *material1_layer,
CoglHandle material1_layer_texture)
{
if (material0_layer_texture != material1_layer_texture)
if (!_cogl_material_texture_equal (material0_layer_texture,
material1_layer_texture))
return FALSE;
if ((material0_layer->flags & COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE) !=