Remove unnecessary calls to glActiveTexture

Since wlroots shaders only use one texture at a time (ie there is only one
sampler2D variable in any shader), it is unnecessary to switch between active
texture units at this time.
This commit is contained in:
Tony Crisci 2017-08-05 10:41:05 -04:00
parent ce886c0353
commit 9119be1dd1

View file

@ -51,7 +51,6 @@ static bool gles2_surface_attach_shm(struct wlr_surface_state *surface,
surface->wlr_surface->format = format;
surface->pixel_format = fmt;
GL_CALL(glActiveTexture(GL_TEXTURE0));
GL_CALL(glGenTextures(1, &surface->tex_id));
GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, pitch));
@ -76,7 +75,6 @@ static void gles2_surface_get_matrix(struct wlr_surface_state *surface,
}
static void gles2_surface_bind(struct wlr_surface_state *surface) {
GL_CALL(glActiveTexture(GL_TEXTURE0 + 1));
GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));