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-rw-r--r--src/quick/items/qquickopenglshadereffectnode.cpp15
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..