Use glFramebufferTexture2D to detach textures from FBOs before said textures are 'deleted'(set to NULL via zeroing dimensions). May avoid odd LLImageGL::deleteTextures crash on some apple systems.
This commit is contained in:
@@ -308,6 +308,8 @@ void LLRenderTarget::release()
|
||||
}
|
||||
else
|
||||
{
|
||||
//Release before delete.
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0);
|
||||
LLImageGL::deleteTextures(mUsage, 0, 0, 1, &mDepth, true);
|
||||
stop_glerror();
|
||||
}
|
||||
@@ -339,6 +341,9 @@ void LLRenderTarget::release()
|
||||
|
||||
if (mTex.size() > 0)
|
||||
{
|
||||
//Release before delete.
|
||||
for (U32 i = 0; i < mTex.size(); ++i)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, LLTexUnit::getInternalType(mUsage), 0, 0);
|
||||
sBytesAllocated -= mResX*mResY*4*mTex.size();
|
||||
LLImageGL::deleteTextures(mUsage, mInternalFormat[0], 0, mTex.size(), &mTex[0], true);
|
||||
mTex.clear();
|
||||
@@ -490,10 +495,21 @@ void LLRenderTarget::flush(bool fetch_depth)
|
||||
}
|
||||
stop_glerror();
|
||||
|
||||
//Following case never currently evalutes true, but it's still good to have.
|
||||
if (mTex.size() > 1)
|
||||
{
|
||||
{
|
||||
for (U32 i = 1; i < mTex.size(); ++i)
|
||||
{
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0 + i);
|
||||
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
|
||||
stop_glerror();
|
||||
glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
stop_glerror();
|
||||
}
|
||||
|
||||
/*for (U32 i = 1; i < mTex.size(); ++i)
|
||||
{
|
||||
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
||||
LLTexUnit::getInternalType(mUsage), mTex[i], 0);
|
||||
stop_glerror();
|
||||
@@ -510,7 +526,7 @@ void LLRenderTarget::flush(bool fetch_depth)
|
||||
stop_glerror();
|
||||
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
|
||||
stop_glerror();
|
||||
}
|
||||
}*/
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user