Fix switching SRGB extension happen before binding of texture

Previously, texture parameter `_TEXTURE_SRGB_DECODE_EXT` was changed
before the call of `glBindTexture`, which caused modification of previously
bound texture instead of desired one. Now it's changed after `glBindTexture`.
This commit is contained in:
Evgeny Zuev 2017-07-24 18:24:10 +07:00
parent 042bfabd8f
commit 4ed6e4a70e

View file

@ -1243,36 +1243,36 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
if (t->render_target)
t->render_target->used_in_frame = true;
if (storage->config.srgb_decode_supported) {
//if SRGB decode extension is present, simply switch the texture to whathever is needed
bool must_srgb = false;
if (t->srgb && (texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) {
must_srgb = true;
}
if (t->using_srgb != must_srgb) {
if (must_srgb) {
glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
#ifdef TOOLS_ENABLED
if (t->detect_srgb) {
t->detect_srgb(t->detect_srgb_ud);
}
#endif
} else {
glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
}
t->using_srgb = must_srgb;
}
}
target = t->target;
tex = t->tex_id;
}
glBindTexture(target, tex);
if (t && storage->config.srgb_decode_supported) {
//if SRGB decode extension is present, simply switch the texture to whathever is needed
bool must_srgb = false;
if (t->srgb && (texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) {
must_srgb = true;
}
if (t->using_srgb != must_srgb) {
if (must_srgb) {
glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
#ifdef TOOLS_ENABLED
if (t->detect_srgb) {
t->detect_srgb(t->detect_srgb_ud);
}
#endif
} else {
glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
}
t->using_srgb = must_srgb;
}
}
if (i == 0) {
state.current_main_tex = tex;
}