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-rw-r--r--indra/llrender/llrendertarget.cpp47
-rw-r--r--indra/llrender/llrendertarget.h14
2 files changed, 45 insertions, 16 deletions
diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp
index b6463309e1..8c0d3592df 100644
--- a/indra/llrender/llrendertarget.cpp
+++ b/indra/llrender/llrendertarget.cpp
@@ -72,11 +72,11 @@ LLRenderTarget::~LLRenderTarget()
release();
}
-void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, S32 samples)
+bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, S32 samples)
{
stop_glerror();
-
release();
+ stop_glerror();
mResX = resx;
mResY = resy;
@@ -103,9 +103,11 @@ void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
{
if (depth)
{
- stop_glerror();
- allocateDepth();
- stop_glerror();
+ if (!allocateDepth())
+ {
+ llwarns << "Failed to allocate depth buffer for render target." << llendl;
+ return false;
+ }
}
glGenFramebuffers(1, (GLuint *) &mFBO);
@@ -131,14 +133,14 @@ void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
stop_glerror();
}
- addColorAttachment(color_fmt);
+ return addColorAttachment(color_fmt);
}
-void LLRenderTarget::addColorAttachment(U32 color_fmt)
+bool LLRenderTarget::addColorAttachment(U32 color_fmt)
{
if (color_fmt == 0)
{
- return;
+ return true;
}
U32 offset = mTex.size();
@@ -158,14 +160,26 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt)
#ifdef GL_ARB_texture_multisample
if (mSamples > 1)
{
+ clear_glerror();
glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, color_fmt, mResX, mResY, GL_TRUE);
+ if (glGetError() != GL_NO_ERROR)
+ {
+ llwarns << "Could not allocate multisample color buffer for render target." << llendl;
+ return false;
+ }
}
else
#else
llassert_always(mSamples <= 1);
#endif
{
+ clear_glerror();
LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ if (glGetError() != GL_NO_ERROR)
+ {
+ llwarns << "Could not allocate color buffer for render target." << llendl;
+ return false;
+ }
}
stop_glerror();
@@ -217,15 +231,18 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt)
flush();
}
+ return true;
}
-void LLRenderTarget::allocateDepth()
+bool LLRenderTarget::allocateDepth()
{
if (mStencil)
{
//use render buffers where stencil buffers are in play
glGenRenderbuffers(1, (GLuint *) &mDepth);
glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
+ stop_glerror();
+ clear_glerror();
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
@@ -237,17 +254,29 @@ void LLRenderTarget::allocateDepth()
{
U32 internal_type = LLTexUnit::getInternalType(mUsage);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ stop_glerror();
+ clear_glerror();
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
}
#ifdef GL_ARB_texture_multisample
else
{
+ stop_glerror();
+ clear_glerror();
glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, GL_DEPTH_COMPONENT32, mResX, mResY, GL_TRUE);
}
#else
llassert_always(mSamples <= 1);
#endif
}
+
+ if (glGetError() != GL_NO_ERROR)
+ {
+ llwarns << "Unable to allocate depth buffer for render target." << llendl;
+ return false;
+ }
+
+ return true;
}
void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h
index 094b58b562..dea1de12d8 100644
--- a/indra/llrender/llrendertarget.h
+++ b/indra/llrender/llrendertarget.h
@@ -66,30 +66,30 @@ public:
static bool sUseFBO;
LLRenderTarget();
- virtual ~LLRenderTarget();
+ ~LLRenderTarget();
//allocate resources for rendering
//must be called before use
//multiple calls will release previously allocated resources
- void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = false, S32 samples = 0);
+ bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = false, S32 samples = 0);
//add color buffer attachment
//limit of 4 color attachments per render target
- virtual void addColorAttachment(U32 color_fmt);
+ bool addColorAttachment(U32 color_fmt);
//allocate a depth texture
- virtual void allocateDepth();
+ bool allocateDepth();
//share depth buffer with provided render target
- virtual void shareDepthBuffer(LLRenderTarget& target);
+ void shareDepthBuffer(LLRenderTarget& target);
//free any allocated resources
//safe to call redundantly
- virtual void release();
+ void release();
//bind target for rendering
//applies appropriate viewport
- virtual void bindTarget();
+ void bindTarget();
//unbind target for rendering
static void unbindTarget();