[gDEBugger] glBindTexture called too much for a one-texture case
Bug #1051297 reported by
Sam Spilsbury
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Compiz |
Triaged
|
Medium
|
Unassigned |
Bug Description
Our texture objects currently commit the fallacy of binding the texture to the active texunit and then unbinding it as soon as we're done. This can be done over and over again even if we are only actually working with one texture (eg, video).
Really we should have a concept of texture units in GLScreen and textures should be "bound" to them in our system. Binding a texture again to the same unit is effectively a no-op and doesn't ever reach openGL. Textures shouldn't be unbound from these units unless we explicitly don't want to use a texture for some drawing (and clients should really specify this, as the number of cases where we need to do this is very small).
tags: | added: gdebugger performance |
Changed in compiz: | |
milestone: | none → 0.9.8.4 |
Changed in compiz: | |
milestone: | 0.9.8.4 → 0.9.9.0 |
Changed in compiz: | |
milestone: | 0.9.9.0 → 0.9.9.2 |
Changed in compiz: | |
milestone: | 0.9.9.2 → 0.9.10.0 |
Changed in compiz: | |
milestone: | 0.9.10.0 → 0.9.11.0 |
Changed in compiz: | |
importance: | Undecided → Medium |
status: | New → Triaged |
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