new glx: always use GL_TEXTURE_2D
Rectangle textures was used as a fallback when the driver doesn't support non-power-of-two (NPOT) textures. Since we are using OpenGL 3.0 now, which includes support for NPOT textures, we don't need this fallback anymore. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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@@ -37,7 +37,6 @@ typedef struct gl_texture {
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double dim;
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int *refcount;
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GLuint texture;
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GLenum target;
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// The size of the backing texture
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int width, height;
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// The effective size of the texture
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@@ -55,7 +54,6 @@ struct gl_data {
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int npasses;
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gl_win_shader_t win_shader;
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gl_blur_shader_t blur_shader[MAX_BLUR_PASS];
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bool non_power_of_two_texture;
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// Temporary textures used for blurring. They are always the same size as the
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// target, so they are always big enough without resizing.
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@@ -63,7 +61,6 @@ struct gl_data {
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GLuint blur_texture[2];
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// Temporary fbo used for blurring
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GLuint blur_fbo;
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GLenum blur_texture_target;
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};
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typedef struct {
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