Fixed bug #4711: prevent opengl SDL_renderer from crashing if GL_ARB_multitexture isn't supported

This commit is contained in:
Sylvain 2021-09-01 15:46:32 +02:00
parent 515b7e93b5
commit 183eb0673b
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GPG key ID: 5F87E02E5BC0939E

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@ -1240,18 +1240,26 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
const GLenum textype = data->textype; const GLenum textype = data->textype;
#if SDL_HAVE_YUV #if SDL_HAVE_YUV
if (texturedata->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->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->glBindTexture(textype, texturedata->utexture);
} }
if (texturedata->nv12) { if (texturedata->nv12) {
data->glActiveTextureARB(GL_TEXTURE1_ARB); if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE1_ARB);
}
data->glBindTexture(textype, texturedata->utexture); data->glBindTexture(textype, texturedata->utexture);
} }
#endif #endif
data->glActiveTextureARB(GL_TEXTURE0_ARB); if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
data->glBindTexture(textype, texturedata->texture); data->glBindTexture(textype, texturedata->texture);
data->drawstate.texture = texture; data->drawstate.texture = texture;
@ -1647,13 +1655,19 @@ GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, floa
data->glEnable(textype); data->glEnable(textype);
#if SDL_HAVE_YUV #if SDL_HAVE_YUV
if (texturedata->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->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->glBindTexture(textype, texturedata->utexture);
data->glActiveTextureARB(GL_TEXTURE0_ARB); if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
} }
#endif #endif
data->glBindTexture(textype, texturedata->texture); data->glBindTexture(textype, texturedata->texture);
@ -1678,13 +1692,19 @@ GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
#if SDL_HAVE_YUV #if SDL_HAVE_YUV
if (texturedata->yuv) { if (texturedata->yuv) {
data->glActiveTextureARB(GL_TEXTURE2_ARB); if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
}
data->glDisable(textype); data->glDisable(textype);
data->glActiveTextureARB(GL_TEXTURE1_ARB); if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE1_ARB);
}
data->glDisable(textype); data->glDisable(textype);
data->glActiveTextureARB(GL_TEXTURE0_ARB); if (data->GL_ARB_multitexture_supported) {
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
} }
#endif #endif