Closed Bug 988975 Opened 10 years ago Closed 10 years ago

Avoid using GL_TEXTURE_RECTANGLE_ARB on OpenGL ES

Categories

(Core :: Graphics: Layers, defect)

x86_64
Linux
defect
Not set
normal

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-
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)
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)
Status: NEW → RESOLVED
Closed: 10 years ago
Resolution: --- → DUPLICATE
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