Hopefully fixed crashes when creating multiple streaming textures of different sizes.
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82a00575e9
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0dd9ad216f
1 changed files with 8 additions and 11 deletions
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@ -99,9 +99,6 @@ typedef struct
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
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const GLvoid * pointer);
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/* Multitexture support */
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SDL_bool GL_ARB_multitexture_supported;
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PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
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@ -322,11 +319,6 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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|| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
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data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
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}
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if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
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data->glTextureRangeAPPLE =
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(void (*)(GLenum, GLsizei, const GLvoid *))
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SDL_GL_GetProcAddress("glTextureRangeAPPLE");
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}
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/* Check for multitexture support */
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if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
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@ -488,10 +480,15 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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GL_STORAGE_CACHED_APPLE);
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}
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if (texture->access == SDL_TEXTUREACCESS_STREAMING
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&& texture->format == SDL_PIXELFORMAT_ARGB8888) {
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&& texture->format == SDL_PIXELFORMAT_ARGB8888
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&& (texture->w % 8) == 0) {
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renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
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(data->pitch / SDL_BYTESPERPIXEL(texture->format)));
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renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
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texture_h, 0, format, type, data->pixels);
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renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
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}
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else
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#endif
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@ -546,11 +543,11 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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GL_ActivateRenderer(renderer);
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renderdata->glGetError();
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renderdata->glEnable(data->type);
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renderdata->glBindTexture(data->type, data->texture);
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
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(pitch / SDL_BYTESPERPIXEL(texture->format)));
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renderdata->glEnable(data->type);
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renderdata->glBindTexture(data->type, data->texture);
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renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
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rect->h, data->format, data->formattype,
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pixels);
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