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Diffstat (limited to 'indra/llrender/llrendertarget.cpp')
-rw-r--r--indra/llrender/llrendertarget.cpp264
1 files changed, 142 insertions, 122 deletions
diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp
index 7205210fcc..cd2556d435 100644
--- a/indra/llrender/llrendertarget.cpp
+++ b/indra/llrender/llrendertarget.cpp
@@ -38,10 +38,10 @@ void check_framebuffer_status()
{
if (gDebugGL)
{
- GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
switch (status)
{
- case GL_FRAMEBUFFER_COMPLETE_EXT:
+ case GL_FRAMEBUFFER_COMPLETE:
break;
default:
ll_fail("check_framebuffer_status failed");
@@ -50,7 +50,7 @@ void check_framebuffer_status()
}
}
-BOOL LLRenderTarget::sUseFBO = FALSE;
+bool LLRenderTarget::sUseFBO = false;
LLRenderTarget::LLRenderTarget() :
mResX(0),
@@ -59,8 +59,8 @@ LLRenderTarget::LLRenderTarget() :
mFBO(0),
mDepth(0),
mStencil(0),
- mUseDepth(FALSE),
- mRenderDepth(FALSE),
+ mUseDepth(false),
+ mRenderDepth(false),
mUsage(LLTexUnit::TT_TEXTURE),
mSamples(0),
mSampleBuffer(NULL)
@@ -78,7 +78,7 @@ void LLRenderTarget::setSampleBuffer(LLMultisampleBuffer* buffer)
mSampleBuffer = buffer;
}
-void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo)
+void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo)
{
stop_glerror();
mResX = resx;
@@ -99,24 +99,24 @@ void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOO
stop_glerror();
}
- 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();
@@ -168,14 +168,14 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt)
}
if (mFBO)
{
- 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);
@@ -187,10 +187,10 @@ void LLRenderTarget::allocateDepth()
if (mStencil)
{
//use render buffers where stencil buffers are in play
- glGenRenderbuffersEXT(1, (GLuint *) &mDepth);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepth);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, mResX, mResY);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ glGenRenderbuffers(1, (GLuint *) &mDepth);
+ glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
else
{
@@ -198,7 +198,7 @@ void LLRenderTarget::allocateDepth()
gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
U32 internal_type = LLTexUnit::getInternalType(mUsage);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- 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);
}
}
@@ -209,54 +209,48 @@ void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
llerrs << "Cannot share depth buffer between non FBO render targets." << llendl;
}
+ if (target.mDepth)
+ {
+ llerrs << "Attempting to override existing depth buffer. Detach existing buffer first." << llendl;
+ }
+
+ if (target.mUseDepth)
+ {
+ llerrs << "Attempting to override existing shared depth buffer. Detach existing buffer first." << llendl;
+ }
+
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();
- if (mStencil)
- {
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
- stop_glerror();
- }
}
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
- target.mUseDepth = TRUE;
+ target.mUseDepth = true;
}
}
void LLRenderTarget::release()
{
- if (mFBO)
- {
- glDeleteFramebuffersEXT(1, (GLuint *) &mFBO);
- mFBO = 0;
- }
-
- if (mTex.size() > 0)
- {
- LLImageGL::deleteTextures(mTex.size(), &mTex[0]);
- mTex.clear();
- }
-
if (mDepth)
{
if (mStencil)
{
- glDeleteRenderbuffersEXT(1, (GLuint*) &mDepth);
+ glDeleteRenderbuffers(1, (GLuint*) &mDepth);
stop_glerror();
}
else
@@ -266,6 +260,33 @@ void LLRenderTarget::release()
}
mDepth = 0;
}
+ else if (mUseDepth && mFBO)
+ { //detach shared depth buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
+ if (mStencil)
+ { //attached as a renderbuffer
+ 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
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0);
+ }
+ mUseDepth = false;
+ }
+
+ if (mFBO)
+ {
+ glDeleteFramebuffers(1, (GLuint *) &mFBO);
+ mFBO = 0;
+ }
+
+ if (mTex.size() > 0)
+ {
+ LLImageGL::deleteTextures(mTex.size(), &mTex[0]);
+ mTex.clear();
+ }
mSampleBuffer = NULL;
sBoundTarget = NULL;
@@ -283,14 +304,14 @@ 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);
}
@@ -315,7 +336,7 @@ void LLRenderTarget::unbindTarget()
{
if (gGLManager.mHasFramebufferObject)
{
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
sBoundTarget = NULL;
}
@@ -349,19 +370,19 @@ U32 LLRenderTarget::getTexture(U32 attachment) const
{
llerrs << "Invalid attachment index." << llendl;
}
+ if (mTex.empty())
+ {
+ return 0;
+ }
return mTex[attachment];
}
void LLRenderTarget::bindTexture(U32 index, S32 channel)
{
- if (index > mTex.size()-1)
- {
- llerrs << "Invalid attachment index." << llendl;
- }
- gGL.getTexUnit(channel)->bindManual(mUsage, mTex[index]);
+ gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
}
-void LLRenderTarget::flush(BOOL fetch_depth)
+void LLRenderTarget::flush(bool fetch_depth)
{
gGL.flush();
if (!mFBO)
@@ -377,7 +398,7 @@ 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();
@@ -386,55 +407,59 @@ void LLRenderTarget::flush(BOOL fetch_depth)
{
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();
- 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();
if (mTex.size() > 1)
{
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);
}
}
void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter)
{
+ GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
+
+ LLGLDepthTest depth(write_depth, write_depth);
+
gGL.flush();
if (!source.mFBO || !mFBO)
{
@@ -451,25 +476,25 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0,
{
stop_glerror();
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, source.mFBO);
+ glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
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();
- 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();
}
}
@@ -484,22 +509,26 @@ void LLRenderTarget::copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0
llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
}
{
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, source.mFBO);
+ GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
+
+ LLGLDepthTest depth(write_depth, write_depth);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
stop_glerror();
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
stop_glerror();
check_framebuffer_status();
stop_glerror();
- 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();
}
}
-BOOL LLRenderTarget::isComplete() const
+bool LLRenderTarget::isComplete() const
{
- return (!mTex.empty() || mDepth) ? TRUE : FALSE;
+ return (!mTex.empty() || mDepth) ? true : false;
}
void LLRenderTarget::getViewport(S32* viewport)
@@ -520,26 +549,26 @@ LLMultisampleBuffer::LLMultisampleBuffer()
LLMultisampleBuffer::~LLMultisampleBuffer()
{
- releaseSampleBuffer();
+ release();
}
-void LLMultisampleBuffer::releaseSampleBuffer()
+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;
}
}
@@ -556,13 +585,13 @@ 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);
}
@@ -573,12 +602,12 @@ void LLMultisampleBuffer::bindTarget(LLRenderTarget* ref)
sBoundTarget = this;
}
-void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo )
+void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo )
{
allocate(resx,resy,color_fmt,depth,stencil,usage,use_fbo,2);
}
-void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo, U32 samples )
+void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples )
{
stop_glerror();
mResX = resx;
@@ -588,12 +617,7 @@ void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth
mUseDepth = depth;
mStencil = stencil;
- releaseSampleBuffer();
-
- if (!gGLManager.mHasFramebufferMultisample)
- {
- llerrs << "Attempting to allocate unsupported render target type!" << llendl;
- }
+ release();
mSamples = samples;
@@ -614,23 +638,21 @@ void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth
stop_glerror();
}
- glGenFramebuffersEXT(1, (GLuint *) &mFBO);
+ glGenFramebuffers(1, (GLuint *) &mFBO);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
+ glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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);
}
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
-
+
stop_glerror();
-
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
stop_glerror();
}
@@ -652,30 +674,28 @@ void LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
}
U32 tex;
- glGenRenderbuffersEXT(1, &tex);
+ glGenRenderbuffers(1, &tex);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, tex);
- glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, mSamples, color_fmt, mResX, mResY);
+ glBindRenderbuffer(GL_RENDERBUFFER, tex);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, color_fmt, mResX, mResY);
stop_glerror();
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);
stop_glerror();
- GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch (status)
{
- case GL_FRAMEBUFFER_COMPLETE_EXT:
- break;
- case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
- llerrs << "WTF?" << llendl;
+ case GL_FRAMEBUFFER_COMPLETE:
break;
default:
- llerrs << "WTF?" << llendl;
+ llerrs << "WTF? " << std::hex << status << llendl;
+ break;
}
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
mTex.push_back(tex);
@@ -683,15 +703,15 @@ void LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
void LLMultisampleBuffer::allocateDepth()
{
- glGenRenderbuffersEXT(1, (GLuint* ) &mDepth);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepth);
+ glGenRenderbuffers(1, (GLuint* ) &mDepth);
+ glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
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, mResX, mResY);
}
}