Merge pull request #40410 from lawnjelly/kessel_force_repeat

GLES2 Batching - Fix FORCE_REPEAT not being set properly on npot hardware
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Rémi Verschelde 2020-07-15 12:11:19 +02:00 committed by GitHub
commit 1f7911e019
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@ -627,16 +627,22 @@ void RasterizerCanvasGLES2::_batch_render_rects(const Batch &p_batch, Rasterizer
sizeof_vert = sizeof(BatchVertexColored);
}
// batch tex
const BatchTex &tex = bdata.batch_textures[p_batch.batch_texture_id];
// make sure to set all conditionals BEFORE binding the shader
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
// force repeat is set if non power of 2 texture, and repeat is needed if hardware doesn't support npot
if (tex.tile_mode == BatchTex::TILE_FORCE_REPEAT) {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, true);
}
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
// batch tex
const BatchTex &tex = bdata.batch_textures[p_batch.batch_texture_id];
_bind_canvas_texture(tex.RID_texture, tex.RID_normal);
// bind the index and vertex buffer
@ -665,19 +671,12 @@ void RasterizerCanvasGLES2::_batch_render_rects(const Batch &p_batch, Rasterizer
// may use clamped mode incorrectly.
bool tex_is_already_tiled = tex.flags & VS::TEXTURE_FLAG_REPEAT;
switch (tex.tile_mode) {
case BatchTex::TILE_FORCE_REPEAT: {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, true);
} break;
case BatchTex::TILE_NORMAL: {
// if the texture is imported as tiled, no need to set GL state, as it will already be bound with repeat
if (!tex_is_already_tiled) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
} break;
default: {
} break;
if (tex.tile_mode == BatchTex::TILE_NORMAL) {
// if the texture is imported as tiled, no need to set GL state, as it will already be bound with repeat
if (!tex_is_already_tiled) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
}
// we need to convert explicitly from pod Vec2 to Vector2 ...