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path: root/backends/graphics/opengl/texture.cpp
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Diffstat (limited to 'backends/graphics/opengl/texture.cpp')
-rw-r--r--backends/graphics/opengl/texture.cpp42
1 files changed, 21 insertions, 21 deletions
diff --git a/backends/graphics/opengl/texture.cpp b/backends/graphics/opengl/texture.cpp
index bc255004e7..b866b15bfd 100644
--- a/backends/graphics/opengl/texture.cpp
+++ b/backends/graphics/opengl/texture.cpp
@@ -42,7 +42,7 @@ static GLuint nextHigher2(GLuint v) {
GLint Texture::_maxTextureSize = 0;
void Texture::queryTextureInformation() {
- GLCALL(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &_maxTextureSize));
+ GL_CALL(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &_maxTextureSize));
debug(5, "OpenGL maximum texture size: %d", _maxTextureSize);
}
@@ -58,7 +58,7 @@ Texture::~Texture() {
}
void Texture::releaseInternalTexture() {
- GLCALL(glDeleteTextures(1, &_glTexture));
+ GL_CALL(glDeleteTextures(1, &_glTexture));
_glTexture = 0;
}
@@ -67,20 +67,20 @@ void Texture::recreateInternalTexture() {
releaseInternalTexture();
// Get a new texture name.
- GLCALL(glGenTextures(1, &_glTexture));
+ GL_CALL(glGenTextures(1, &_glTexture));
// Set up all texture parameters.
- GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
- GLCALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
- GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
- GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
- GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
- GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+ GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
// In case there is an actual texture setup we reinitialize it.
if (_textureData.getPixels()) {
// Allocate storage for OpenGL texture.
- GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w,
+ GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w,
_textureData.h, 0, _glFormat, _glType, NULL));
// Mark dirts such that it will be completely refreshed the next time.
@@ -95,10 +95,10 @@ void Texture::enableLinearFiltering(bool enable) {
_glFilter = GL_NEAREST;
}
- GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
- GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
- GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
}
void Texture::allocate(uint width, uint height) {
@@ -115,10 +115,10 @@ void Texture::allocate(uint width, uint height) {
_textureData.create(texWidth, texHeight, _format);
// Set the texture.
- GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
// Allocate storage for OpenGL texture.
- GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w,
+ GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w,
_textureData.h, 0, _glFormat, _glType, NULL));
}
@@ -174,7 +174,7 @@ void Texture::draw(GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
updateTexture();
// Set the texture.
- GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
// Calculate the texture rect that will be drawn.
const GLfloat texWidth = (GLfloat)_userPixelData.w / _textureData.w;
@@ -185,7 +185,7 @@ void Texture::draw(GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
0, texHeight,
texWidth, texHeight
};
- GLCALL(glTexCoordPointer(2, GL_FLOAT, 0, texcoords));
+ GL_CALL(glTexCoordPointer(2, GL_FLOAT, 0, texcoords));
// Calculate the screen rect where the texture will be drawn.
const GLfloat vertices[4*2] = {
@@ -194,10 +194,10 @@ void Texture::draw(GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
x, y + h,
x + w, y + h
};
- GLCALL(glVertexPointer(2, GL_FLOAT, 0, vertices));
+ GL_CALL(glVertexPointer(2, GL_FLOAT, 0, vertices));
// Draw the texture to the screen buffer.
- GLCALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
+ GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
}
void Texture::updateTexture() {
@@ -237,7 +237,7 @@ void Texture::updateTexture() {
}
// Set the texture.
- GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
// Update the actual texture.
// Although we keep track of the dirty part of the texture buffer we
@@ -257,7 +257,7 @@ void Texture::updateTexture() {
//
// 3) Use glTexSubImage2D per line changed. This is what the old OpenGL
// graphics manager did but it is much slower! Thus, we do not use it.
- GLCALL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, dirtyArea.top, _textureData.w, dirtyArea.height(),
+ GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, dirtyArea.top, _textureData.w, dirtyArea.height(),
_glFormat, _glType, _textureData.getBasePtr(0, dirtyArea.top)));
// We should have handled everything, thus not dirty anymore.