glamor: Set active texture in finishaccess drawing.
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@ -171,9 +171,6 @@ void
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glamor_set_transform_for_pixmap(PixmapPtr pixmap,
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glamor_set_transform_for_pixmap(PixmapPtr pixmap,
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glamor_transform_uniforms *uniform_locations)
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glamor_transform_uniforms *uniform_locations)
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{
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{
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ScreenPtr screen = pixmap->drawable.pScreen;
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PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
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glUniform1fARB(uniform_locations->x_bias, -pixmap->drawable.width / 2.0f);
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glUniform1fARB(uniform_locations->x_bias, -pixmap->drawable.width / 2.0f);
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glUniform1fARB(uniform_locations->x_scale, 2.0f / pixmap->drawable.width);
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glUniform1fARB(uniform_locations->x_scale, 2.0f / pixmap->drawable.width);
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glUniform1fARB(uniform_locations->y_bias, -pixmap->drawable.height / 2.0f);
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glUniform1fARB(uniform_locations->y_bias, -pixmap->drawable.height / 2.0f);
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@ -489,6 +486,7 @@ glamor_finish_access(DrawablePtr drawable)
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pixmap->drawable.bitsPerPixel);
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pixmap->drawable.bitsPerPixel);
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glGenTextures(1, &tex);
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glGenTextures(1, &tex);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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pixmap->drawable.width, pixmap->drawable.height, 0,
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pixmap->drawable.width, pixmap->drawable.height, 0,
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