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:
Shyotl
2012-07-24 11:27:23 -05:00
parent 081ae32d35
commit 07a2c5a81d

View File

@@ -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);
}