material: Avoid redundant glBindTexture calls
authorRobert Bragg <robert@linux.intel.com>
Mon, 26 Apr 2010 09:01:43 +0000 (10:01 +0100)
committerRobert Bragg <robert@linux.intel.com>
Wed, 9 Jun 2010 16:26:15 +0000 (17:26 +0100)
commitb1f7d2fea8835c7731d9b999ce080f740a6b4b9b
tree7e6d09b7aa3cc64ca7dd8f968a59314c9d192b51
parentce6e80315e17f2e671e2709268f580add757f596
material: Avoid redundant glBindTexture calls

This adds a _cogl_bind_gl_texture_transient function that should be used
instead of glBindTexture so we can have a consistent cache of the
textures bound to each texture unit so we can avoid some redundant
binding.
12 files changed:
clutter/cogl/cogl/cogl-atlas-texture.c
clutter/cogl/cogl/cogl-material-private.h
clutter/cogl/cogl/cogl-material.c
clutter/cogl/cogl/cogl-sub-texture.c
clutter/cogl/cogl/cogl-texture-2d-sliced.c
clutter/cogl/cogl/cogl-texture-2d.c
clutter/cogl/cogl/cogl-texture-driver.h
clutter/cogl/cogl/cogl-texture-private.h
clutter/cogl/cogl/cogl-texture.c
clutter/cogl/cogl/driver/gl/cogl-texture-driver.c
clutter/cogl/cogl/driver/gles/cogl-texture-driver.c
clutter/glx/clutter-glx-texture-pixmap.c