Merge pull request #79685 from LRFLEW/glinval

GLES3: Don't call `glTexParameter*` for invalid filter and repeat modes
This commit is contained in:
Yuri Sizov 2023-07-24 19:33:12 +02:00
commit 4ba24f6492

View file

@ -252,10 +252,10 @@ struct Texture {
}
Config *config = Config::get_singleton();
state_filter = p_filter;
GLenum pmin = GL_NEAREST; // param min
GLenum pmag = GL_NEAREST; // param mag
GLint max_lod = 1000;
float anisotropy = 1.0f;
GLenum pmin = GL_NEAREST;
GLenum pmag = GL_NEAREST;
GLint max_lod = 0;
GLfloat anisotropy = 1.0f;
switch (state_filter) {
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
pmin = GL_NEAREST;
@ -278,8 +278,10 @@ struct Texture {
max_lod = 0;
} else if (config->use_nearest_mip_filter) {
pmin = GL_NEAREST_MIPMAP_NEAREST;
max_lod = 1000;
} else {
pmin = GL_NEAREST_MIPMAP_LINEAR;
max_lod = 1000;
}
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
@ -293,11 +295,14 @@ struct Texture {
max_lod = 0;
} else if (config->use_nearest_mip_filter) {
pmin = GL_LINEAR_MIPMAP_NEAREST;
max_lod = 1000;
} else {
pmin = GL_LINEAR_MIPMAP_LINEAR;
max_lod = 1000;
}
} break;
default: {
return;
} break;
}
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, pmin);
@ -313,8 +318,11 @@ struct Texture {
return;
}
state_repeat = p_repeat;
GLenum prep = GL_CLAMP_TO_EDGE; // parameter repeat
GLenum prep = GL_CLAMP_TO_EDGE;
switch (state_repeat) {
case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
prep = GL_CLAMP_TO_EDGE;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
prep = GL_REPEAT;
} break;
@ -322,6 +330,7 @@ struct Texture {
prep = GL_MIRRORED_REPEAT;
} break;
default: {
return;
} break;
}
glTexParameteri(target, GL_TEXTURE_WRAP_T, prep);
@ -330,8 +339,8 @@ struct Texture {
}
private:
RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
};
struct RenderTarget {