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`.
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1 changed files with 24 additions and 24 deletions
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@ -1243,36 +1243,36 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
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if (t->render_target)
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t->render_target->used_in_frame = true;
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if (storage->config.srgb_decode_supported) {
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//if SRGB decode extension is present, simply switch the texture to whathever is needed
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bool must_srgb = false;
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if (t->srgb && (texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) {
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must_srgb = true;
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}
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if (t->using_srgb != must_srgb) {
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if (must_srgb) {
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glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
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#ifdef TOOLS_ENABLED
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if (t->detect_srgb) {
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t->detect_srgb(t->detect_srgb_ud);
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}
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#endif
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} else {
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glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
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}
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t->using_srgb = must_srgb;
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}
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}
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target = t->target;
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tex = t->tex_id;
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}
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glBindTexture(target, tex);
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if (t && storage->config.srgb_decode_supported) {
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//if SRGB decode extension is present, simply switch the texture to whathever is needed
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bool must_srgb = false;
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if (t->srgb && (texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) {
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must_srgb = true;
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}
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if (t->using_srgb != must_srgb) {
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if (must_srgb) {
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glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
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#ifdef TOOLS_ENABLED
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if (t->detect_srgb) {
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t->detect_srgb(t->detect_srgb_ud);
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}
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#endif
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} else {
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glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
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}
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t->using_srgb = must_srgb;
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}
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}
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if (i == 0) {
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state.current_main_tex = tex;
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}
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