gpu: remove Backend.NilTexture

It serves no purpose other than paranoia. Perhaps buggy drivers exists that
require unused texture slots cleared before drawing to a texture, but if so the
workaround belongs in the GL backend.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-20 22:42:53 +01:00
parent a4ee72ed28
commit 744a962beb
3 changed files with 0 additions and 7 deletions
-1
View File
@@ -20,7 +20,6 @@ type Backend interface {
IsTimeContinuous() bool
NewTexture(format TextureFormat, width, height int, minFilter, magFilter TextureFilter) Texture
DefaultFramebuffer() Framebuffer
NilTexture() Texture
NewFramebuffer() Framebuffer
NewImmutableBuffer(typ BufferType, data []byte) Buffer
NewBuffer(typ BufferType, size int) Buffer
-4
View File
@@ -167,10 +167,6 @@ func (b *Backend) NewFramebuffer() gpu.Framebuffer {
return &gpuFramebuffer{funcs: b.funcs, obj: fb}
}
func (b *Backend) NilTexture() gpu.Texture {
return &gpuTexture{backend: b}
}
func (b *Backend) DefaultFramebuffer() gpu.Framebuffer {
return b.defFBO
}
-2
View File
@@ -279,7 +279,6 @@ func (p *pather) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.
}
func (s *stenciler) beginIntersect(sizes []image.Point) {
s.ctx.NilTexture().Bind(1)
s.ctx.BlendFunc(BlendFactorDstColor, BlendFactorZero)
// 8 bit coverage is enough, but OpenGL ES only supports single channel
// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
@@ -304,7 +303,6 @@ func (s *stenciler) cover(idx int) stencilFBO {
}
func (s *stenciler) begin(sizes []image.Point) {
s.ctx.NilTexture().Bind(1)
s.ctx.BlendFunc(BlendFactorOne, BlendFactorOne)
s.fbos.resize(s.ctx, sizes)
s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0)