diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 7ad08ed7d5..6a6611ff81 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -857,8 +857,8 @@ void RasterizerGLES2::texture_allocate(RID p_texture, int p_width, int p_height, GLenum internal_format; bool compressed; - int po2_width = nearest_power_of_2(p_width); - int po2_height = nearest_power_of_2(p_height); + int po2_width = next_power_of_2(p_width); + int po2_height = next_power_of_2(p_height); if (p_flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) { p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video @@ -977,7 +977,7 @@ void RasterizerGLES2::texture_set_data(RID p_texture, const Image &p_image, VS:: glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering } - bool force_clamp_to_edge = !(texture->flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height) != texture->alloc_height || nearest_power_of_2(texture->alloc_width) != texture->alloc_width); + bool force_clamp_to_edge = !(texture->flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (next_power_of_2(texture->alloc_height) != texture->alloc_height || next_power_of_2(texture->alloc_width) != texture->alloc_width); if (!force_clamp_to_edge && (texture->flags & VS::TEXTURE_FLAG_REPEAT || texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { @@ -1234,7 +1234,7 @@ void RasterizerGLES2::texture_set_flags(RID p_texture, uint32_t p_flags) { uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP; texture->flags = p_flags | cube; // can't remove a cube from being a cube - bool force_clamp_to_edge = !(p_flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height) != texture->alloc_height || nearest_power_of_2(texture->alloc_width) != texture->alloc_width); + bool force_clamp_to_edge = !(p_flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (next_power_of_2(texture->alloc_height) != texture->alloc_height || next_power_of_2(texture->alloc_width) != texture->alloc_width); if (!force_clamp_to_edge && (texture->flags & VS::TEXTURE_FLAG_REPEAT || texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { @@ -2701,7 +2701,7 @@ void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh, int p_count) if (use_texture_instancing) { - if (nearest_power_of_2(p_count) != nearest_power_of_2(multimesh->elements.size())) { + if (next_power_of_2(p_count) != next_power_of_2(multimesh->elements.size())) { if (multimesh->tex_id) { glDeleteTextures(1, &multimesh->tex_id); multimesh->tex_id = 0; @@ -2709,7 +2709,7 @@ void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh, int p_count) if (p_count) { - uint32_t po2 = nearest_power_of_2(p_count); + uint32_t po2 = next_power_of_2(p_count); if (po2 & 0xAAAAAAAA) { //half width @@ -3333,7 +3333,7 @@ void RasterizerGLES2::skeleton_resize(RID p_skeleton, int p_bones) { }; if (use_hw_skeleton_xform) { - if (nearest_power_of_2(p_bones) != nearest_power_of_2(skeleton->bones.size())) { + if (next_power_of_2(p_bones) != next_power_of_2(skeleton->bones.size())) { if (skeleton->tex_id) { glDeleteTextures(1, &skeleton->tex_id); skeleton->tex_id = 0; @@ -3344,7 +3344,7 @@ void RasterizerGLES2::skeleton_resize(RID p_skeleton, int p_bones) { glGenTextures(1, &skeleton->tex_id); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, skeleton->tex_id); - int ps = nearest_power_of_2(p_bones * 3); + int ps = next_power_of_2(p_bones * 3); #ifdef GLEW_ENABLED glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, ps, 1, 0, GL_RGBA, GL_FLOAT, skel_default.ptr()); #else @@ -3998,7 +3998,7 @@ void RasterizerGLES2::begin_frame() { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, s->tex_id); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, nearest_power_of_2(s->bones.size() * 3), 1, GL_RGBA, GL_FLOAT, sk_float); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, next_power_of_2(s->bones.size() * 3), 1, GL_RGBA, GL_FLOAT, sk_float); _skeleton_dirty_list.remove(_skeleton_dirty_list.first()); } |