gl_common: remove some fixed function glEnable/Disable

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui 2019-03-27 20:35:26 +00:00
parent d64aab7d40
commit 7c2edd9d63
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GPG Key ID: 37C999F617EA1A47
1 changed files with 0 additions and 8 deletions

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@ -181,9 +181,6 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
bool dual_texture = false; bool dual_texture = false;
// It's required by legacy versions of OpenGL to enable texture target
// before specifying environment. Thanks to madsy for telling me.
glEnable(GL_TEXTURE_2D);
if (gd->win_shader.prog) { if (gd->win_shader.prog) {
glUseProgram(gd->win_shader.prog); glUseProgram(gd->win_shader.prog);
if (gd->win_shader.unifm_opacity >= 0) { if (gd->win_shader.unifm_opacity >= 0) {
@ -271,12 +268,10 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(0.0f, 0.0f, 0.0f, 0.0f); glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
glDisable(GL_COLOR_LOGIC_OP); glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_TEXTURE_2D);
if (dual_texture) { if (dual_texture) {
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
} }
@ -306,7 +301,6 @@ bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
int curr = 0; int curr = 0;
glReadBuffer(GL_BACK); glReadBuffer(GL_BACK);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, gd->blur_texture[0]); glBindTexture(GL_TEXTURE_2D, gd->blur_texture[0]);
// Copy the area to be blurred into tmp buffer // Copy the area to be blurred into tmp buffer
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, extent->x1, dst_y, width, height); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, extent->x1, dst_y, width, height);
@ -402,7 +396,6 @@ bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
end: end:
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
gl_check_err(); gl_check_err();
@ -737,7 +730,6 @@ GLuint gl_new_texture(GLenum target) {
return 0; return 0;
} }
glEnable(target);
glBindTexture(target, texture); glBindTexture(target, texture);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);