Closed
Bug 988975
Opened 11 years ago
Closed 11 years ago
Avoid using GL_TEXTURE_RECTANGLE_ARB on OpenGL ES
Categories
(Core :: Graphics: Layers, defect)
Tracking
()
RESOLVED
DUPLICATE
of bug 985487
People
(Reporter: jrmuizel, Unassigned)
Details
Attachments
(1 file)
The emulator complains about this use.
Comment on attachment 8397960 [details]
Avoid using GL_TEXTURE_RECTANGLE_ARB on OpenGL ES
So, rewrite this as a loop over i = 0 .. 4, with LOCAL_GL_TEXTURE0 + i. Then there's only one #ifdef and it doesn't look ugly as hell (and I would just move the #if defined() bit around there.
Attachment #8397960 -
Flags: review-
Reporter | ||
Comment 2•11 years ago
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Matt,
Can you explain a little more about the intention of this code? Is it to avoid holding on to gralloc buffers? How many textures should would be looping over? etc.
Flags: needinfo?(matt.woodrow)
Comment 3•11 years ago
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This is a dup of bug 985487.
But yes, it's to avoid hanging on to textures in general. We no longer unbind the textures after each draw call, so we want to unbind everything at the end so we don't hang on to them.
We currently only ever use up to LOCAL_GL_TEXTURE2 (for YUV), so that's all it clears. There might be a better way to determine how far we need to clear.
Flags: needinfo?(matt.woodrow)
Reporter | ||
Updated•11 years ago
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Status: NEW → RESOLVED
Closed: 11 years ago
Resolution: --- → DUPLICATE
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Description
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