GLState: Get rid of GL_TEXTURE_2D enable/disable
This bit was deprecated/removed in core GL. There was only one place where this was used (flash tiles in Tilemap), and since the full shader rewrite, it was effectively a no-op anyway (flash shader doesn't sample texture).
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@ -56,11 +56,6 @@ void GLScissorTest::apply(const bool &value)
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value ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);
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value ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);
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}
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}
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void GLTexture2D::apply(const bool &value)
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{
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value ? glEnable(GL_TEXTURE_2D) : glDisable(GL_TEXTURE_2D);
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}
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void GLBlendMode::apply(const BlendType &value)
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void GLBlendMode::apply(const BlendType &value)
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{
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{
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switch (value)
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switch (value)
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@ -115,6 +110,5 @@ GLState::GLState()
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blendMode.init(BlendNormal);
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blendMode.init(BlendNormal);
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scissorTest.init(false);
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scissorTest.init(false);
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scissorBox.init(IntRect(0, 0, 640, 480));
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scissorBox.init(IntRect(0, 0, 640, 480));
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texture2D.init(true);
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program.init(0);
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program.init(0);
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}
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}
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@ -84,11 +84,6 @@ class GLScissorTest : public GLProperty<bool>
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void apply(const bool &value);
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void apply(const bool &value);
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};
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};
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class GLTexture2D : public GLProperty<bool>
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{
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void apply(const bool &value);
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};
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class GLBlendMode : public GLProperty<BlendType>
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class GLBlendMode : public GLProperty<BlendType>
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{
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{
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void apply(const BlendType &value);
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void apply(const BlendType &value);
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@ -111,7 +106,6 @@ public:
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GLClearColor clearColor;
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GLClearColor clearColor;
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GLScissorBox scissorBox;
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GLScissorBox scissorBox;
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GLScissorTest scissorTest;
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GLScissorTest scissorTest;
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GLTexture2D texture2D;
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GLBlendMode blendMode;
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GLBlendMode blendMode;
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GLViewport viewport;
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GLViewport viewport;
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GLProgram program;
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GLProgram program;
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@ -1136,7 +1136,6 @@ void GroundLayer::draw()
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{
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{
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VAO::bind(p->flash.vao);
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VAO::bind(p->flash.vao);
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glState.blendMode.pushSet(BlendAddition);
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glState.blendMode.pushSet(BlendAddition);
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glState.texture2D.pushSet(false);
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FlashMapShader &shader = shState->shaders().flashMap;
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FlashMapShader &shader = shState->shaders().flashMap;
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shader.bind();
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shader.bind();
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@ -1155,7 +1154,6 @@ void GroundLayer::draw()
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drawFlashInt();
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drawFlashInt();
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}
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}
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glState.texture2D.pop();
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glState.blendMode.pop();
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glState.blendMode.pop();
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}
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}
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