glamor: Drop useless glEnable/glDisable(GL_TEXTURE_2D) calls.
Those calls are only for enabling texture handling in the fixed function pipeline, while everything we do is with shaders. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Keith Packard <keithp@keithp.com> Reviewed-by: Adam Jackson <ajax@redhat.com>
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@ -171,7 +171,6 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->tex);
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#ifndef GLAMOR_GLES2
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glEnable(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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#endif
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@ -208,9 +207,6 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
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glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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#ifndef GLAMOR_GLES2
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glDisable(GL_TEXTURE_2D);
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#endif
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glUseProgram(0);
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/* The source texture is bound to a fbo, we have to flush it here. */
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glamor_put_context(glamor_priv);
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@ -538,18 +538,12 @@ _glamor_upload_bits_to_pixmap_texture(PixmapPtr pixmap, GLenum format,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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#ifndef GLAMOR_GLES2
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glEnable(GL_TEXTURE_2D);
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#endif
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glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
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glUniform1i(glamor_priv->finish_access_revert[no_alpha], revert);
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glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], swap_rb);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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#ifndef GLAMOR_GLES2
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glDisable(GL_TEXTURE_2D);
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#endif
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glUseProgram(0);
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glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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@ -170,7 +170,6 @@ glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
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glGenTextures(1, &tex);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -220,7 +219,6 @@ glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
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glamor_set_alu(GXcopy);
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glamor_set_planemask(pixmap, ~0);
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glDeleteTextures(1, &tex);
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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return;
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@ -572,9 +572,6 @@ glamor_set_composite_texture(glamor_screen_private *glamor_priv, int unit,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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break;
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}
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#ifndef GLAMOR_GLES2
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glEnable(GL_TEXTURE_2D);
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#endif
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/*
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* GLES2 doesn't support RepeatNone. We need to fix it anyway.
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@ -1409,12 +1406,6 @@ glamor_composite_with_shader(CARD8 op,
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glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
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glDisable(GL_BLEND);
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#ifndef GLAMOR_GLES2
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glActiveTexture(GL_TEXTURE0);
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glDisable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE1);
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glDisable(GL_TEXTURE_2D);
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#endif
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DEBUGF("finish rendering.\n");
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glUseProgram(0);
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glamor_priv->state = RENDER_STATE;
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@ -135,9 +135,6 @@ _glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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#ifndef GLAMOR_GLES2
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glEnable(GL_TEXTURE_2D);
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#endif
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glamor_set_repeat_normalize_tcoords
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(src_pixmap_priv, RepeatNormal,
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src_xscale, src_yscale,
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@ -158,9 +155,6 @@ _glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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#ifndef GLAMOR_GLES2
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glDisable(GL_TEXTURE_2D);
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#endif
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glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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glUseProgram(0);
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glamor_put_context(glamor_priv);
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@ -976,12 +976,6 @@ _glamor_trapezoids_with_shader(CARD8 op,
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glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
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glDisable(GL_BLEND);
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#ifndef GLAMOR_GLES2
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glActiveTexture(GL_TEXTURE0);
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glDisable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE1);
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glDisable(GL_TEXTURE_2D);
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#endif
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glUseProgram(0);
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glamor_put_context(glamor_priv);
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