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:
Shyotl
2011-08-27 04:49:51 -05:00
parent 2e8b363899
commit 174c1800cc
10 changed files with 506 additions and 184 deletions

View File

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