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opengl: Unexport BindTexture
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6dceeb343c
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@ -311,8 +311,7 @@ func (c *replacePixelsCommand) Exec(indexOffsetInBytes int) error {
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// glFlush is necessary on Android.
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// glTexSubImage2D didn't work without this hack at least on Nexus 5x and NuAns NEO [Reloaded] (#211).
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opengl.GetContext().Flush()
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opengl.GetContext().BindTexture(c.dst.texture)
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opengl.GetContext().TexSubImage2D(c.pixels, c.x, c.y, c.width, c.height)
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opengl.GetContext().TexSubImage2D(c.dst.texture, c.pixels, c.x, c.y, c.width, c.height)
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return nil
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}
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@ -80,7 +80,7 @@ func GetContext() *Context {
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return theContext
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}
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func (c *Context) BindTexture(t Texture) {
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func (c *Context) bindTexture(t Texture) {
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if c.lastTexture == t {
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return
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}
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@ -150,7 +150,7 @@ func (c *Context) NewTexture(width, height int) (Texture, error) {
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}); err != nil {
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return 0, err
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}
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c.BindTexture(texture)
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c.bindTexture(texture)
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_ = c.runOnContextThread(func() error {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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@ -220,7 +220,8 @@ func (c *Context) IsTexture(t Texture) bool {
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return r
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}
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func (c *Context) TexSubImage2D(p []byte, x, y, width, height int) {
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func (c *Context) TexSubImage2D(t Texture, p []byte, x, y, width, height int) {
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c.bindTexture(t)
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_ = c.runOnContextThread(func() error {
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gl.TexSubImage2D(gl.TEXTURE_2D, 0, int32(x), int32(y), int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(p))
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return nil
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@ -180,7 +180,7 @@ func (c *Context) NewTexture(width, height int) (Texture, error) {
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return Texture(js.Null()), errors.New("opengl: glGenTexture failed")
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}
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gl.Call("pixelStorei", unpackAlignment, 4)
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c.BindTexture(Texture(t))
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c.bindTexture(Texture(t))
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gl.Call("texParameteri", texture2d, textureMagFilter, nearest)
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gl.Call("texParameteri", texture2d, textureMinFilter, nearest)
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@ -241,7 +241,8 @@ func (c *Context) IsTexture(t Texture) bool {
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return gl.Call("isTexture", js.Value(t)).Bool()
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}
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func (c *Context) TexSubImage2D(pixels []byte, x, y, width, height int) {
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func (c *Context) TexSubImage2D(t Texture, pixels []byte, x, y, width, height int) {
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c.bindTexture(t)
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gl := c.gl
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// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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// GLsizei width, GLsizei height,
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@ -140,7 +140,7 @@ func (c *Context) NewTexture(width, height int) (Texture, error) {
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return Texture{}, errors.New("opengl: creating texture failed")
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}
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gl.PixelStorei(mgl.UNPACK_ALIGNMENT, 4)
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c.BindTexture(Texture(t))
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c.bindTexture(Texture(t))
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MAG_FILTER, mgl.NEAREST)
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, mgl.NEAREST)
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@ -191,7 +191,8 @@ func (c *Context) IsTexture(t Texture) bool {
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return gl.IsTexture(mgl.Texture(t))
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}
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func (c *Context) TexSubImage2D(p []byte, x, y, width, height int) {
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func (c *Context) TexSubImage2D(t Texture, p []byte, x, y, width, height int) {
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c.bindTexture(t)
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gl := c.gl
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gl.TexSubImage2D(mgl.TEXTURE_2D, 0, x, y, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
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}
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@ -352,5 +352,5 @@ func (s *openGLState) useProgram(proj []float32, texture Texture, dstW, dstH, sr
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// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
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// See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml
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c.BindTexture(texture)
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c.bindTexture(texture)
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}
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