reset glEnableClientState befor every draw

should be done with VAO, but atm, this is not possible :-(
this also partial revert the fix in fb92c338af (activating texture0 globally).

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
This commit is contained in:
degasus
2012-12-07 21:09:48 +01:00
committed by Ryan Houdek
parent 888b5fb061
commit 6864b40e26
6 changed files with 97 additions and 24 deletions

View File

@ -27,8 +27,9 @@
#define COMPILED_CODE_SIZE 4096
// TODO: this guy is never initialized
u32 s_prevcomponents; // previous state set
// TODO: Use this again for performance, but without VAO we never know exactly the last configuration
static u32 s_prevcomponents; // previous state set
/*
#ifdef _WIN32
#ifdef _M_IX86
@ -64,7 +65,6 @@ public:
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers();
virtual void EnableComponents(u32 components);
};
namespace OGL
@ -219,34 +219,32 @@ void GLVertexFormat::SetupVertexPointers() {
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
}
#endif
}
void GLVertexFormat::EnableComponents(u32 components)
{
if (s_prevcomponents != components)
// if (s_prevcomponents != m_components)
{
VertexManager::Flush();
// vertices
glEnableClientState(GL_VERTEX_ARRAY);
// matrices
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
// if ((m_components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
{
if (components & VB_HAS_POSMTXIDX)
if (m_components & VB_HAS_POSMTXIDX)
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
else
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
}
// normals
if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
// if ((m_components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
{
if (components & VB_HAS_NRM0)
if (m_components & VB_HAS_NRM0)
glEnableClientState(GL_NORMAL_ARRAY);
else
glDisableClientState(GL_NORMAL_ARRAY);
}
if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
// if ((m_components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
{
if (components & VB_HAS_NRM1) {
if (m_components & VB_HAS_NRM1) {
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
}
@ -259,9 +257,9 @@ void GLVertexFormat::EnableComponents(u32 components)
// color
for (int i = 0; i < 2; ++i)
{
if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
// if ((m_components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
{
if (components & (VB_HAS_COL0 << i))
if (m_components & (VB_HAS_COL0 << i))
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
else
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
@ -271,12 +269,16 @@ void GLVertexFormat::EnableComponents(u32 components)
// tex
for (int i = 0; i < 8; ++i)
{
if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
// if ((m_components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
{
glClientActiveTexture(GL_TEXTURE0 + i);
if (m_components & (VB_HAS_UV0 << i))
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
s_prevcomponents = components;
s_prevcomponents = m_components;
}
}