diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c index c267267c5..591f68fb4 100644 --- a/src/render/opengl/SDL_render_gl.c +++ b/src/render/opengl/SDL_render_gl.c @@ -1240,18 +1240,26 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd) const GLenum textype = data->textype; #if SDL_HAVE_YUV if (texturedata->yuv) { - data->glActiveTextureARB(GL_TEXTURE2_ARB); + if (data->GL_ARB_multitexture_supported) { + data->glActiveTextureARB(GL_TEXTURE2_ARB); + } data->glBindTexture(textype, texturedata->vtexture); - data->glActiveTextureARB(GL_TEXTURE1_ARB); + if (data->GL_ARB_multitexture_supported) { + data->glActiveTextureARB(GL_TEXTURE1_ARB); + } data->glBindTexture(textype, texturedata->utexture); } if (texturedata->nv12) { - data->glActiveTextureARB(GL_TEXTURE1_ARB); + if (data->GL_ARB_multitexture_supported) { + data->glActiveTextureARB(GL_TEXTURE1_ARB); + } data->glBindTexture(textype, texturedata->utexture); } #endif - data->glActiveTextureARB(GL_TEXTURE0_ARB); + if (data->GL_ARB_multitexture_supported) { + data->glActiveTextureARB(GL_TEXTURE0_ARB); + } data->glBindTexture(textype, texturedata->texture); data->drawstate.texture = texture; @@ -1647,13 +1655,19 @@ GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, floa data->glEnable(textype); #if SDL_HAVE_YUV if (texturedata->yuv) { - data->glActiveTextureARB(GL_TEXTURE2_ARB); + if (data->GL_ARB_multitexture_supported) { + data->glActiveTextureARB(GL_TEXTURE2_ARB); + } data->glBindTexture(textype, texturedata->vtexture); - data->glActiveTextureARB(GL_TEXTURE1_ARB); + if (data->GL_ARB_multitexture_supported) { + data->glActiveTextureARB(GL_TEXTURE1_ARB); + } data->glBindTexture(textype, texturedata->utexture); - data->glActiveTextureARB(GL_TEXTURE0_ARB); + if (data->GL_ARB_multitexture_supported) { + data->glActiveTextureARB(GL_TEXTURE0_ARB); + } } #endif data->glBindTexture(textype, texturedata->texture); @@ -1678,13 +1692,19 @@ GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture) #if SDL_HAVE_YUV if (texturedata->yuv) { - data->glActiveTextureARB(GL_TEXTURE2_ARB); + if (data->GL_ARB_multitexture_supported) { + data->glActiveTextureARB(GL_TEXTURE2_ARB); + } data->glDisable(textype); - data->glActiveTextureARB(GL_TEXTURE1_ARB); + if (data->GL_ARB_multitexture_supported) { + data->glActiveTextureARB(GL_TEXTURE1_ARB); + } data->glDisable(textype); - data->glActiveTextureARB(GL_TEXTURE0_ARB); + if (data->GL_ARB_multitexture_supported) { + data->glActiveTextureARB(GL_TEXTURE0_ARB); + } } #endif