[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55350] branches/ge_harmony/source/blender /gpu/intern/gpu_extensions.c: Fixing a bug that caused normal maps to cause viewport problems.
Daniel Stokes
kupomail at gmail.com
Sun Mar 17 06:53:51 CET 2013
Revision: 55350
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=55350
Author: kupoman
Date: 2013-03-17 05:53:51 +0000 (Sun, 17 Mar 2013)
Log Message:
-----------
Fixing a bug that caused normal maps to cause viewport problems. Also making sure that any unused textures are set as disabled for the shader when binding the material struct.
Modified Paths:
--------------
branches/ge_harmony/source/blender/gpu/intern/gpu_extensions.c
Modified: branches/ge_harmony/source/blender/gpu/intern/gpu_extensions.c
===================================================================
--- branches/ge_harmony/source/blender/gpu/intern/gpu_extensions.c 2013-03-17 03:45:15 UTC (rev 55349)
+++ branches/ge_harmony/source/blender/gpu/intern/gpu_extensions.c 2013-03-17 05:53:51 UTC (rev 55350)
@@ -89,6 +89,7 @@
static struct GPUGlobal {
GLint maxtextures;
+ long enabledtextures; /*bit field*/
GLuint currentfb;
int glslsupport;
int extdisabled;
@@ -133,6 +134,8 @@
if (GLEW_ARB_multitexture)
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &GG.maxtextures);
+ GG.enabledtextures = 0;
+
GG.glslsupport = 1;
if (!GLEW_ARB_multitexture) GG.glslsupport = 0;
if (!GLEW_ARB_vertex_shader) GG.glslsupport = 0;
@@ -703,6 +706,9 @@
if (number == -1)
return;
+
+ GG.enabledtextures |= 1 << number;
+
GPU_print_error("Pre Texture Bind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + number);
@@ -728,6 +734,8 @@
if (tex->number == -1)
return;
+ GG.enabledtextures &= ~(1 << tex->number);
+
GPU_print_error("Pre Texture Unbind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
@@ -1421,8 +1429,8 @@
{
int slot = 0, i;
+ int f = 0, t = 1;
for (i = 0; i < MAX_MTEX; i++) {
- int f = 0, t = 1;
mtex = mat->mtex[i];
if (!mtex) continue;
@@ -1434,7 +1442,6 @@
sprintf(name, "bgl_Textures[%d].data", slot);
bind = GPU_shader_get_uniform(shader, name);
gpu_tex = GPU_texture_from_blender(tex->ima, &tex->iuser, TRUE, time, 1);
- GPU_texture_bind(gpu_tex, slot);
GPU_shader_uniform_texture(shader, bind, gpu_tex);
}
else
@@ -1446,6 +1453,11 @@
slot++;
}
+ for (; slot < MAX_MTEX; slot++) {
+ sprintf(name, "bgl_Textures[%d].enabled", slot);
+ bind = GPU_shader_get_uniform(shader, name);
+ GPU_shader_uniform_ivector(shader, bind, 1, 1, &f);
+ }
}
}
@@ -1505,13 +1517,26 @@
GPU_print_error("Not enough texture slots.");
return;
}
-
- if (tex->number == -1)
- return;
if (location == -1)
return;
+ /* If the number is invalid, try to find an open slot */
+ if (tex->number == -1) {
+ int i = 0;
+ for (; i < GG.maxtextures && i < sizeof(GG.enabledtextures); i++) {
+ if (GG.enabledtextures & (1 << i))
+ continue;
+ tex->number = i;
+ break;
+ }
+ if (tex->number == -1)
+ return;
+ }
+
+ GG.enabledtextures |= 1 << tex->number;
+
+ GPU_print_error("Pre Texture Bind");
GPU_print_error("Pre Uniform Texture");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
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