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>
This commit is contained in:
Eric Anholt 2013-12-23 17:50:46 -08:00
parent 4afe15d8bf
commit 62965d278c
6 changed files with 0 additions and 33 deletions

View File

@ -171,7 +171,6 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->tex);
#ifndef GLAMOR_GLES2
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
#endif
@ -208,9 +207,6 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
#ifndef GLAMOR_GLES2
glDisable(GL_TEXTURE_2D);
#endif
glUseProgram(0);
/* The source texture is bound to a fbo, we have to flush it here. */
glamor_put_context(glamor_priv);

View File

@ -538,18 +538,12 @@ _glamor_upload_bits_to_pixmap_texture(PixmapPtr pixmap, GLenum format,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#ifndef GLAMOR_GLES2
glEnable(GL_TEXTURE_2D);
#endif
glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
glUniform1i(glamor_priv->finish_access_revert[no_alpha], revert);
glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], swap_rb);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
#ifndef GLAMOR_GLES2
glDisable(GL_TEXTURE_2D);
#endif
glUseProgram(0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);

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@ -170,7 +170,6 @@ glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
glGenTextures(1, &tex);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -220,7 +219,6 @@ glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
glamor_set_alu(GXcopy);
glamor_set_planemask(pixmap, ~0);
glDeleteTextures(1, &tex);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
return;

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@ -572,9 +572,6 @@ glamor_set_composite_texture(glamor_screen_private *glamor_priv, int unit,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
}
#ifndef GLAMOR_GLES2
glEnable(GL_TEXTURE_2D);
#endif
/*
* GLES2 doesn't support RepeatNone. We need to fix it anyway.
@ -1409,12 +1406,6 @@ glamor_composite_with_shader(CARD8 op,
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
glDisable(GL_BLEND);
#ifndef GLAMOR_GLES2
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
#endif
DEBUGF("finish rendering.\n");
glUseProgram(0);
glamor_priv->state = RENDER_STATE;

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@ -135,9 +135,6 @@ _glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
#ifndef GLAMOR_GLES2
glEnable(GL_TEXTURE_2D);
#endif
glamor_set_repeat_normalize_tcoords
(src_pixmap_priv, RepeatNormal,
src_xscale, src_yscale,
@ -158,9 +155,6 @@ _glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
#ifndef GLAMOR_GLES2
glDisable(GL_TEXTURE_2D);
#endif
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glUseProgram(0);
glamor_put_context(glamor_priv);

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@ -976,12 +976,6 @@ _glamor_trapezoids_with_shader(CARD8 op,
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
glDisable(GL_BLEND);
#ifndef GLAMOR_GLES2
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
#endif
glUseProgram(0);
glamor_put_context(glamor_priv);