Fixes case where backdrops are used in second or later pass.

This commit is contained in:
Themaister 2011-06-05 02:01:44 +02:00
parent 5bc9ca216e
commit c3e7a35b62

View File

@ -661,12 +661,23 @@ static void gl_render_msg(gl_t *gl, const char *msg)
#endif
}
static inline void set_lut_texture_coords(const GLfloat *coords)
{
#if defined(HAVE_XML) || defined(HAVE_CG)
// For texture images.
pglClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), coords);
pglClientActiveTexture(GL_TEXTURE0);
#else
(void)coords;
#endif
}
static bool gl_frame(void *data, const void* frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{
gl_t *gl = data;
gl_shader_use(1);
gl->frame_count++;
#ifdef HAVE_FBO
@ -844,6 +855,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
// Render the rest of our passes.
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->fbo_tex_coords);
set_lut_texture_coords(fbo_tex_coords);
// It's kinda handy ... :)
const struct gl_fbo_rect *prev_rect;
@ -915,9 +927,10 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
&tex_info, fbo_tex_info, fbo_tex_info_cnt);
glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes_flipped);
glDrawArrays(GL_QUADS, 0, 4);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
set_lut_texture_coords(tex_coords);
glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes);
}
#endif
@ -1114,13 +1127,7 @@ static void* gl_init(const video_info_t *video, const input_driver_t **input, vo
memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords));
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
#ifdef HAVE_XML
// For texture images.
pglClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), tex_coords);
pglClientActiveTexture(GL_TEXTURE0);
#endif
set_lut_texture_coords(tex_coords);
gl->tex_w = 256 * video->input_scale;
gl->tex_h = 256 * video->input_scale;