diff options
Diffstat (limited to 'src/quick/items/qquickopenglshadereffectnode.cpp')
-rw-r--r-- | src/quick/items/qquickopenglshadereffectnode.cpp | 15 |
1 files changed, 11 insertions, 4 deletions
diff --git a/src/quick/items/qquickopenglshadereffectnode.cpp b/src/quick/items/qquickopenglshadereffectnode.cpp index e1ea98641d..5dbfee73cb 100644 --- a/src/quick/items/qquickopenglshadereffectnode.cpp +++ b/src/quick/items/qquickopenglshadereffectnode.cpp @@ -47,6 +47,10 @@ #include <QtCore/qmutex.h> #include <QtGui/qopenglfunctions.h> +#ifndef GL_TEXTURE_EXTERNAL_OES +#define GL_TEXTURE_EXTERNAL_OES 0x8D65 +#endif + QT_BEGIN_NAMESPACE static bool hasAtlasTexture(const QVector<QSGTextureProvider *> &textureProviders) @@ -124,7 +128,7 @@ void QQuickCustomMaterialShader::updateState(const RenderState &state, QSGMateri for (int i = 0; i < material->uniforms[shaderType].size(); ++i) { const UniformData &d = material->uniforms[shaderType].at(i); QByteArray name = d.name; - if (d.specialType == UniformData::Sampler) { + if (d.specialType == UniformData::Sampler || d.specialType == UniformData::SamplerExternal) { program()->setUniformValue(d.name.constData(), textureProviderIndex++); // We don't need to store the sampler uniform locations, since their values // only need to be set once. Look for the "qt_SubRect_" uniforms instead. @@ -143,7 +147,7 @@ void QQuickCustomMaterialShader::updateState(const RenderState &state, QSGMateri for (int i = 0; i < material->uniforms[shaderType].size(); ++i) { const UniformData &d = material->uniforms[shaderType].at(i); int loc = m_uniformLocs[shaderType].at(i); - if (d.specialType == UniformData::Sampler) { + if (d.specialType == UniformData::Sampler || d.specialType == UniformData::SamplerExternal) { int idx = textureProviderIndex++; functions->glActiveTexture(GL_TEXTURE0 + idx); if (QSGTextureProvider *provider = material->textureProviders.at(idx)) { @@ -164,7 +168,10 @@ void QQuickCustomMaterialShader::updateState(const RenderState &state, QSGMateri continue; } } - functions->glBindTexture(GL_TEXTURE_2D, 0); + if (d.specialType == UniformData::Sampler) + functions->glBindTexture(GL_TEXTURE_2D, 0); + else if (d.specialType == UniformData::SamplerExternal) + functions->glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0); } else if (d.specialType == UniformData::Opacity) { program()->setUniformValue(loc, state.opacity()); } else if (d.specialType == UniformData::Matrix) { @@ -396,7 +403,7 @@ bool QQuickOpenGLShaderEffectMaterial::UniformData::operator == (const UniformDa if (name != other.name) return false; - if (specialType == UniformData::Sampler) { + if (specialType == UniformData::Sampler || specialType == UniformData::SamplerExternal) { // We can't check the source objects as these live in the GUI thread, // so return true here and rely on the textureProvider check for // equality of these.. |