llgl/llglext updated. TODO: repackage glext from ll's viewer-development branch so this will compile. (I manually extracted glext-68-windows-20110406.tar.bz2 in my build environment just for now.)
This commit is contained in:
@@ -44,10 +44,10 @@ void check_framebuffer_status()
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{
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if (gDebugGL)
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{
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GLenum status = glCheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER_EXT);
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GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
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switch (status)
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{
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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case GL_FRAMEBUFFER_COMPLETE:
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break;
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default:
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llwarns << "check_framebuffer_status failed -- " << std::hex << status << llendl;
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@@ -110,24 +110,24 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
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}
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}
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glGenFramebuffersEXT(1, (GLuint *) &mFBO);
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glGenFramebuffers(1, (GLuint *) &mFBO);
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if (mDepth)
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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if (mStencil)
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{
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
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stop_glerror();
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
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stop_glerror();
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}
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else
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{
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
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stop_glerror();
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}
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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stop_glerror();
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@@ -196,14 +196,14 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt)
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if (mFBO)
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{
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stop_glerror();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+offset,
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset,
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LLTexUnit::getInternalType(mUsage), tex, 0);
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stop_glerror();
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check_framebuffer_status();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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mTex.push_back(tex);
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@@ -222,12 +222,12 @@ bool LLRenderTarget::allocateDepth()
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if (mStencil)
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{
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//use render buffers where stencil buffers are in play
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glGenRenderbuffersEXT(1, (GLuint *) &mDepth);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepth);
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glGenRenderbuffers(1, (GLuint *) &mDepth);
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glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
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stop_glerror();
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clear_glerror();
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, mResX, mResY);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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else
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{
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@@ -237,7 +237,7 @@ bool LLRenderTarget::allocateDepth()
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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stop_glerror();
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clear_glerror();
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32_ARB, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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}
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if (glGetError() != GL_NO_ERROR)
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@@ -269,24 +269,26 @@ void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
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if (mDepth)
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{
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stop_glerror();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, target.mFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, target.mFBO);
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stop_glerror();
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if (mStencil)
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{
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
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stop_glerror();
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
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stop_glerror();
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target.mStencil = true;
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}
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else
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{
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
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stop_glerror();
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}
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check_framebuffer_status();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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target.mUseDepth = true;
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}
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@@ -298,7 +300,7 @@ void LLRenderTarget::release()
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{
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if (mStencil)
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{
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glDeleteRenderbuffersEXT(1, (GLuint*) &mDepth);
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glDeleteRenderbuffers(1, (GLuint*) &mDepth);
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stop_glerror();
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}
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else
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@@ -310,23 +312,23 @@ void LLRenderTarget::release()
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}
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else if (mUseDepth && mFBO)
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{ //detach shared depth buffer
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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if (mStencil)
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{ //attached as a renderbuffer
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
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mStencil = false;
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}
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else
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{ //attached as a texture
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, LLTexUnit::getInternalType(mUsage), 0, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0);
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}
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mUseDepth = false;
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}
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if (mFBO)
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{
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glDeleteFramebuffersEXT(1, (GLuint *) &mFBO);
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glDeleteFramebuffers(1, (GLuint *) &mFBO);
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mFBO = 0;
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}
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@@ -354,14 +356,14 @@ void LLRenderTarget::bindTarget()
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}
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else
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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stop_glerror();
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if (gGLManager.mHasDrawBuffers)
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{ //setup multiple render targets
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GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0_EXT,
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GL_COLOR_ATTACHMENT1_EXT,
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GL_COLOR_ATTACHMENT2_EXT,
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GL_COLOR_ATTACHMENT3_EXT};
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GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
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GL_COLOR_ATTACHMENT1,
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GL_COLOR_ATTACHMENT2,
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GL_COLOR_ATTACHMENT3};
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glDrawBuffersARB(mTex.size(), drawbuffers);
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}
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@@ -386,7 +388,7 @@ void LLRenderTarget::unbindTarget()
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{
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if (gGLManager.mHasFramebufferObject)
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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sBoundTarget = NULL;
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}
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@@ -448,7 +450,7 @@ void LLRenderTarget::flush(bool fetch_depth)
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}
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gGL.getTexUnit(0)->bind(this);
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glCopyTexImage2D(LLTexUnit::getInternalType(mUsage), 0, GL_DEPTH24_STENCIL8_EXT, 0, 0, mResX, mResY, 0);
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glCopyTexImage2D(LLTexUnit::getInternalType(mUsage), 0, GL_DEPTH24_STENCIL8, 0, 0, mResX, mResY, 0);
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}
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gGL.getTexUnit(0)->disable();
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@@ -456,30 +458,28 @@ void LLRenderTarget::flush(bool fetch_depth)
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else
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{
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stop_glerror();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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stop_glerror();
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if (mSampleBuffer)
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{
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LLGLEnable multisample(GL_MULTISAMPLE_ARB);
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LLGLEnable multisample(GL_MULTISAMPLE);
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stop_glerror();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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stop_glerror();
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check_framebuffer_status();
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, mSampleBuffer->mFBO);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mSampleBuffer->mFBO);
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check_framebuffer_status();
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stop_glerror();
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if(gGLManager.mIsATI)
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{
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glBlitFramebufferEXT(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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glBlitFramebufferEXT(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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}
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else
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{
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glBlitFramebufferEXT(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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}
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stop_glerror();
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@@ -487,25 +487,25 @@ void LLRenderTarget::flush(bool fetch_depth)
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{
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for (U32 i = 1; i < mTex.size(); ++i)
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{
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glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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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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stop_glerror();
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glFramebufferRenderbufferEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, mSampleBuffer->mTex[i]);
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glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
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stop_glerror();
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glBlitFramebufferEXT(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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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 = 0; i < mTex.size(); ++i)
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{
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glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+i,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i,
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LLTexUnit::getInternalType(mUsage), mTex[i], 0);
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stop_glerror();
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glFramebufferRenderbufferEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+i, GL_RENDERBUFFER_EXT, 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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}
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}
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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}
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@@ -533,36 +533,36 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0,
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{
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stop_glerror();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, source.mFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
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check_framebuffer_status();
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gGL.getTexUnit(0)->bind(this, true);
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stop_glerror();
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glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
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stop_glerror();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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stop_glerror();
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}
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else
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{
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, source.mFBO);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
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stop_glerror();
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, mFBO);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
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stop_glerror();
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check_framebuffer_status();
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stop_glerror();
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if(gGLManager.mIsATI && mask & GL_STENCIL_BUFFER_BIT)
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{
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mask &= ~GL_STENCIL_BUFFER_BIT;
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glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, GL_STENCIL_BUFFER_BIT, filter);
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glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, GL_STENCIL_BUFFER_BIT, filter);
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}
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if(mask)
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glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
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glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
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stop_glerror();
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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stop_glerror();
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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stop_glerror();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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stop_glerror();
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}
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}
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@@ -581,21 +581,21 @@ void LLRenderTarget::copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0
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LLGLDepthTest depth(write_depth, write_depth);
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, source.mSampleBuffer ? source.mSampleBuffer->mFBO : source.mFBO);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mSampleBuffer ? source.mSampleBuffer->mFBO : source.mFBO);
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stop_glerror();
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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stop_glerror();
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check_framebuffer_status();
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stop_glerror();
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if(gGLManager.mIsATI && mask & GL_STENCIL_BUFFER_BIT)
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{
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mask &= ~GL_STENCIL_BUFFER_BIT;
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glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, GL_STENCIL_BUFFER_BIT, filter);
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glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, GL_STENCIL_BUFFER_BIT, filter);
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}
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if(mask)
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glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
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glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
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stop_glerror();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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stop_glerror();
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}
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}
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@@ -630,19 +630,19 @@ void LLMultisampleBuffer::release()
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{
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if (mFBO)
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{
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glDeleteFramebuffersEXT(1, (GLuint *) &mFBO);
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glDeleteFramebuffers(1, (GLuint *) &mFBO);
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mFBO = 0;
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}
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if (mTex.size() > 0)
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{
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glDeleteRenderbuffersEXT(mTex.size(), (GLuint *) &mTex[0]);
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glDeleteRenderbuffers(mTex.size(), (GLuint *) &mTex[0]);
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mTex.clear();
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}
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if (mDepth)
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{
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glDeleteRenderbuffersEXT(1, (GLuint *) &mDepth);
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glDeleteRenderbuffers(1, (GLuint *) &mDepth);
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mDepth = 0;
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}
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}
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@@ -659,13 +659,13 @@ void LLMultisampleBuffer::bindTarget(LLRenderTarget* ref)
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ref = this;
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}
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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if (gGLManager.mHasDrawBuffers)
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{ //setup multiple render targets
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||||
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0_EXT,
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GL_COLOR_ATTACHMENT1_EXT,
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GL_COLOR_ATTACHMENT2_EXT,
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GL_COLOR_ATTACHMENT3_EXT};
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||||
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
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||||
GL_COLOR_ATTACHMENT1,
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GL_COLOR_ATTACHMENT2,
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GL_COLOR_ATTACHMENT3};
|
||||
glDrawBuffersARB(ref->mTex.size(), drawbuffers);
|
||||
}
|
||||
|
||||
@@ -699,7 +699,7 @@ bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth
|
||||
return false;
|
||||
}
|
||||
|
||||
mSamples = samples;
|
||||
mSamples = gGLManager.getNumFBOFSAASamples(samples);
|
||||
|
||||
if (mSamples <= 1)
|
||||
{
|
||||
@@ -719,22 +719,22 @@ bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth
|
||||
return false;
|
||||
stop_glerror();
|
||||
}
|
||||
glGenFramebuffersEXT(1, (GLuint *) &mFBO);
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
|
||||
glGenFramebuffers(1, (GLuint *) &mFBO);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
|
||||
stop_glerror();
|
||||
clear_glerror();
|
||||
if (mDepth)
|
||||
{
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
|
||||
if (mStencil)
|
||||
{
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
|
||||
}
|
||||
check_framebuffer_status();
|
||||
}
|
||||
|
||||
stop_glerror();
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
stop_glerror();
|
||||
}
|
||||
|
||||
@@ -756,11 +756,11 @@ bool LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
|
||||
}
|
||||
|
||||
U32 tex;
|
||||
glGenRenderbuffersEXT(1, &tex);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, tex);
|
||||
glGenRenderbuffers(1, &tex);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, tex);
|
||||
stop_glerror();
|
||||
clear_glerror();
|
||||
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, mSamples, color_fmt, mResX, mResY);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, color_fmt, mResX, mResY);
|
||||
if (glGetError() != GL_NO_ERROR)
|
||||
{
|
||||
llwarns << "Unable to allocate color buffer for multisample render target." << llendl;
|
||||
@@ -768,10 +768,10 @@ bool LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
|
||||
}
|
||||
if (mFBO)
|
||||
{
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+offset, GL_RENDERBUFFER_EXT, tex);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset, GL_RENDERBUFFER, tex);
|
||||
check_framebuffer_status();
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
mTex.push_back(tex);
|
||||
@@ -780,17 +780,17 @@ bool LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
|
||||
|
||||
bool LLMultisampleBuffer::allocateDepth()
|
||||
{
|
||||
glGenRenderbuffersEXT(1, (GLuint* ) &mDepth);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepth);
|
||||
glGenRenderbuffers(1, (GLuint* ) &mDepth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
|
||||
stop_glerror();
|
||||
clear_glerror();
|
||||
if (mStencil)
|
||||
{
|
||||
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, mSamples, GL_DEPTH24_STENCIL8_EXT, mResX, mResY);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH24_STENCIL8, mResX, mResY);
|
||||
}
|
||||
else
|
||||
{
|
||||
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, mSamples, GL_DEPTH_COMPONENT16_ARB, mResX, mResY);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH_COMPONENT16_ARB, mResX, mResY);
|
||||
}
|
||||
if (glGetError() != GL_NO_ERROR)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user