OpenGL Renderer: Fix an occasional crashing bug that may occur when initializing the Clear Image textures. (Regression from commit 3dc860b.)
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@ -2853,12 +2853,15 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs()
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glActiveTextureARB(GL_TEXTURE0_ARB);
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CACHE_ALIGN GLint tempClearImageBuffer[GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT];
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memset(tempClearImageBuffer, 0, sizeof(tempClearImageBuffer));
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glBindTexture(GL_TEXTURE_2D, OGLRef.texCIColorID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, this->clearImageColor16Buffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, tempClearImageBuffer);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -2866,14 +2869,14 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, this->clearImageDepthBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, tempClearImageBuffer);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texCIFogAttrID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, this->clearImageFogBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, tempClearImageBuffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -1001,12 +1001,15 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs()
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glActiveTexture(GL_TEXTURE0);
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CACHE_ALIGN GLint tempClearImageBuffer[GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT];
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memset(tempClearImageBuffer, 0, sizeof(tempClearImageBuffer));
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glBindTexture(GL_TEXTURE_2D, OGLRef.texCIColorID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, this->clearImageColor16Buffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, tempClearImageBuffer);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -1014,14 +1017,14 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, this->clearImageDepthBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, tempClearImageBuffer);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texCIFogAttrID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, this->clearImageFogBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, tempClearImageBuffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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