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.
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@@ -308,6 +308,8 @@ void LLRenderTarget::release()
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}
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}
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else
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else
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{
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{
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//Release before delete.
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0);
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LLImageGL::deleteTextures(mUsage, 0, 0, 1, &mDepth, true);
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LLImageGL::deleteTextures(mUsage, 0, 0, 1, &mDepth, true);
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stop_glerror();
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stop_glerror();
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}
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}
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@@ -339,6 +341,9 @@ void LLRenderTarget::release()
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if (mTex.size() > 0)
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if (mTex.size() > 0)
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{
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{
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//Release before delete.
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for (U32 i = 0; i < mTex.size(); ++i)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, LLTexUnit::getInternalType(mUsage), 0, 0);
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sBytesAllocated -= mResX*mResY*4*mTex.size();
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sBytesAllocated -= mResX*mResY*4*mTex.size();
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LLImageGL::deleteTextures(mUsage, mInternalFormat[0], 0, mTex.size(), &mTex[0], true);
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LLImageGL::deleteTextures(mUsage, mInternalFormat[0], 0, mTex.size(), &mTex[0], true);
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mTex.clear();
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mTex.clear();
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@@ -490,10 +495,21 @@ void LLRenderTarget::flush(bool fetch_depth)
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}
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}
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stop_glerror();
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stop_glerror();
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//Following case never currently evalutes true, but it's still good to have.
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if (mTex.size() > 1)
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if (mTex.size() > 1)
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{
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{
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for (U32 i = 1; i < mTex.size(); ++i)
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for (U32 i = 1; i < mTex.size(); ++i)
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{
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{
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glDrawBuffer(GL_COLOR_ATTACHMENT0 + i);
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glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
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stop_glerror();
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glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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stop_glerror();
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}
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/*for (U32 i = 1; i < mTex.size(); ++i)
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{
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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LLTexUnit::getInternalType(mUsage), mTex[i], 0);
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LLTexUnit::getInternalType(mUsage), mTex[i], 0);
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stop_glerror();
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stop_glerror();
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@@ -510,7 +526,7 @@ void LLRenderTarget::flush(bool fetch_depth)
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stop_glerror();
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stop_glerror();
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glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
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glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
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stop_glerror();
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stop_glerror();
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}
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}*/
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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