diff options
-rw-r--r-- | source/blender/editors/space_view3d/drawmesh.c | 8 | ||||
-rw-r--r-- | source/blender/gpu/GPU_draw.h | 1 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 38 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_texture.c | 16 |
4 files changed, 5 insertions, 58 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c index 1162a7ac36d..7db72d2c338 100644 --- a/source/blender/editors/space_view3d/drawmesh.c +++ b/source/blender/editors/space_view3d/drawmesh.c @@ -323,7 +323,6 @@ static bool set_draw_settings_cached( if (texpaint) { c_badtex = false; if (GPU_verify_image(ima, NULL, GL_TEXTURE_2D, 0, 1, 0, false)) { - glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE); @@ -332,7 +331,6 @@ static bool set_draw_settings_cached( glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE); glActiveTexture(GL_TEXTURE1); - glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS); @@ -346,14 +344,12 @@ static bool set_draw_settings_cached( } else { glActiveTexture(GL_TEXTURE1); - glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glActiveTexture(GL_TEXTURE0); c_badtex = true; GPU_clear_tpage(true); - glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } @@ -459,7 +455,6 @@ static void draw_textured_begin(Scene *scene, SceneLayer *sl, View3D *v3d, Regio * in new texpaint code. The better solution here would be to support GLSL */ if (Gtexdraw.is_texpaint) { glActiveTexture(GL_TEXTURE1); - glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS); @@ -474,7 +469,6 @@ static void draw_textured_begin(Scene *scene, SceneLayer *sl, View3D *v3d, Regio glActiveTexture(GL_TEXTURE2); if (GPU_verify_image(Gtexdraw.stencil, NULL, GL_TEXTURE_2D, false, false, false, false)) { float col[4] = {imapaint->stencil_col[0], imapaint->stencil_col[1], imapaint->stencil_col[2], 1.0f}; - glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS); @@ -509,14 +503,12 @@ static void draw_textured_end(void) { if (Gtexdraw.ob->mode & OB_MODE_TEXTURE_PAINT) { glActiveTexture(GL_TEXTURE1); - glDisable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D, 0); if (Gtexdraw.stencil != NULL) { glActiveTexture(GL_TEXTURE2); - glDisable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D, 0); diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h index 7afb4c2b88b..f6bfada7fd8 100644 --- a/source/blender/gpu/GPU_draw.h +++ b/source/blender/gpu/GPU_draw.h @@ -204,7 +204,6 @@ typedef struct GPUStateValues unsigned int is_sample_alpha_to_coverage : 1; unsigned int is_scissor_test : 1; unsigned int is_stencil_test : 1; - unsigned int is_texture_2d : 1; /* GL_DEPTH_BUFFER_BIT */ /* unsigned int is_depth_test : 1; */ diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index 19fb37b47a6..3567fc1f062 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -286,25 +286,6 @@ void GPU_set_gpu_mipmapping(int gpu_mipmap) } } -static void gpu_generate_mipmap(GLenum target) -{ - const bool is_ati = GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY); - int target_enabled = 0; - - /* work around bug in ATI driver, need to have GL_TEXTURE_2D enabled - * http://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation */ - if (is_ati) { - target_enabled = glIsEnabled(target); - if (!target_enabled) - glEnable(target); - } - - glGenerateMipmap(target); - - if (is_ati && !target_enabled) - glDisable(target); -} - void GPU_set_mipmap(bool mipmap) { if (GTS.domipmap != mipmap) { @@ -432,7 +413,6 @@ void GPU_clear_tpage(bool force) GTS.alphablend = -1; glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glDisable(GL_ALPHA_TEST); @@ -876,7 +856,7 @@ void GPU_create_gl_tex( if (GPU_get_mipmap() && mipmap) { if (GTS.gpu_mipmap) { - gpu_generate_mipmap(GL_TEXTURE_2D); + glGenerateMipmap(GL_TEXTURE_2D); } else { int i; @@ -927,7 +907,7 @@ void GPU_create_gl_tex( if (GPU_get_mipmap() && mipmap) { if (GTS.gpu_mipmap) { - gpu_generate_mipmap(GL_TEXTURE_CUBE_MAP); + glGenerateMipmap(GL_TEXTURE_CUBE_MAP); } else { if (!ibuf) { @@ -1101,12 +1081,8 @@ int GPU_set_tpage(MTexPoly *mtexpoly, int mipmap, int alphablend) GTS.curtilemode = GTS.tilemode; GTS.curtileXRep = GTS.tileXRep; GTS.curtileYRep = GTS.tileYRep; - - glEnable(GL_TEXTURE_2D); } else { - glDisable(GL_TEXTURE_2D); - GTS.curtile = 0; GTS.curima = NULL; GTS.curtilemode = 0; @@ -1235,7 +1211,7 @@ static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, } if (GPU_get_mipmap()) { - gpu_generate_mipmap(GL_TEXTURE_2D); + glGenerateMipmap(GL_TEXTURE_2D); } else { ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; @@ -1285,7 +1261,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i /* we have already accounted for the case where GTS.gpu_mipmap is false * so we will be using GPU mipmap generation here */ if (GPU_get_mipmap()) { - gpu_generate_mipmap(GL_TEXTURE_2D); + glGenerateMipmap(GL_TEXTURE_2D); } else { ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; @@ -1319,7 +1295,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i /* see comment above as to why we are using gpu mipmap generation here */ if (GPU_get_mipmap()) { - gpu_generate_mipmap(GL_TEXTURE_2D); + glGenerateMipmap(GL_TEXTURE_2D); } else { ima->tpageflag &= ~IMA_MIPMAP_COMPLETE; @@ -2297,8 +2273,6 @@ void GPU_state_init(void) glDisable(GL_DEPTH_TEST); glDisable(GL_LOGIC_OP); glDisable(GL_STENCIL_TEST); - glDisable(GL_TEXTURE_1D); - glDisable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDepthRange(0.0, 1.0); @@ -2552,7 +2526,6 @@ void gpuSaveState(GPUStateValues *values, eGPUStateMask mask) values->is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE); values->is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); values->is_stencil_test = glIsEnabled(GL_STENCIL_TEST); - values->is_texture_2d = glIsEnabled(GL_TEXTURE_2D); } if ((mask & GPU_SCISSOR_BIT) != 0) { @@ -2615,7 +2588,6 @@ void gpuRestoreState(GPUStateValues *values) restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, values->is_sample_alpha_to_coverage); restore_mask(GL_SCISSOR_TEST, values->is_scissor_test); restore_mask(GL_STENCIL_TEST, values->is_stencil_test); - restore_mask(GL_TEXTURE_2D, values->is_texture_2d); } if ((mask & GPU_VIEWPORT_BIT) != 0) { diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c index 1eab7f37c83..31c871008bd 100644 --- a/source/blender/gpu/intern/gpu_texture.c +++ b/source/blender/gpu/intern/gpu_texture.c @@ -675,14 +675,6 @@ void GPU_texture_bind(GPUTexture *tex, int number) else GPU_invalid_tex_bind(tex->target_base); - /* TODO: remove this lines once we're using GLSL everywhere */ - GLenum target = tex->target_base; - if (tex->target_base == GL_TEXTURE_1D_ARRAY) - target = GL_TEXTURE_2D; - if (tex->target_base == GL_TEXTURE_2D_ARRAY) - target = GL_TEXTURE_3D; - glEnable(target); - if (number != 0) glActiveTexture(GL_TEXTURE0); @@ -704,14 +696,6 @@ void GPU_texture_unbind(GPUTexture *tex) glBindTexture(tex->target_base, 0); - /* TODO: remove this lines */ - GLenum target = tex->target_base; - if (tex->target_base == GL_TEXTURE_1D_ARRAY) - target = GL_TEXTURE_2D; - if (tex->target_base == GL_TEXTURE_2D_ARRAY) - target = GL_TEXTURE_3D; - glDisable(target); - if (tex->number != 0) glActiveTexture(GL_TEXTURE0); |