OpenGLRenderer: Improve/fix Framebuffer handling
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@@ -13,7 +13,7 @@ namespace Nz
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OpenGLFboFramebuffer::OpenGLFboFramebuffer(OpenGLDevice& device, const std::vector<std::shared_ptr<Texture>>& attachments) :
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OpenGLFramebuffer(FramebufferType::Texture)
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{
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if (!m_framebuffer.Create(device))
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if (!m_framebuffer.Create(device.GetReferenceContext()))
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throw std::runtime_error("failed to create framebuffer object");
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std::size_t colorAttachmentCount = 0;
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@@ -80,7 +80,7 @@ namespace Nz
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void OpenGLFboFramebuffer::Activate() const
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{
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const GL::Context& context = m_framebuffer.EnsureDeviceContext();
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const GL::Context& context = m_framebuffer.EnsureContext();
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context.BindFramebuffer(GL::FramebufferTarget::Draw, m_framebuffer.GetObjectId());
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}
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@@ -12,35 +12,23 @@ namespace Nz
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switch (code)
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{
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// OpenGL/OpenGL ES error codes
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case GL_INVALID_ENUM:
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return "an unacceptable value is specified for an enumerated argument";
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break;
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case GL_INVALID_ENUM: return "GL_INVALID_ENUM: an unacceptable value is specified for an enumerated argument";
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case GL_INVALID_VALUE: return "GL_INVALID_VALUE: a numeric argument is out of range";
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case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION: the specified operation is not allowed in the current state";
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case GL_INVALID_FRAMEBUFFER_OPERATION: return "GL_INVALID_FRAMEBUFFER_OPERATION: the framebuffer object is not complete";
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case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY: there is not enough memory left to execute the command";
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case GL_INVALID_VALUE:
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return "a numeric argument is out of range";
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break;
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case GL_INVALID_OPERATION:
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return "the specified operation is not allowed in the current state";
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break;
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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return "the framebuffer object is not complete";
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break;
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case GL_OUT_OF_MEMORY:
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return "there is not enough memory left to execute the command";
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break;
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// OpenGL error codes
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case GL_STACK_UNDERFLOW:
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return "an attempt has been made to perform an operation that would cause an internal stack to underflow.";
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break;
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case GL_STACK_OVERFLOW:
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return "an attempt has been made to perform an operation that would cause an internal stack to overflow.";
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break;
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// OpenGL error codes
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case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW: an attempt has been made to perform an operation that would cause an internal stack to underflow";
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case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW: an attempt has been made to perform an operation that would cause an internal stack to overflow";
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// Framebuffer error codes
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case GL_FRAMEBUFFER_UNDEFINED: return "GL_FRAMEBUFFER_UNDEFINED: default framebuffer does not exist";
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: some framebuffer attachment points are incomplete";
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: framebuffer has no image attached to it";
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case GL_FRAMEBUFFER_UNSUPPORTED: return "GL_FRAMEBUFFER_UNSUPPORTED: framebuffer internal formats violates an implementation-dependent set of restrictions";
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: framebuffer mixes multiple samples size for attachements";
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case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: return "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: a framebuffer attachment is layered and a populated attachment is not (or color attachements are not from textures of the same target)";
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}
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return "Unknown OpenGL error (0x" + NumberToString(code, 16) + ')';
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@@ -118,9 +118,13 @@ namespace Nz::GL
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}
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}
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void Context::BindFramebuffer(GLuint fbo) const
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GLenum Context::BindFramebuffer(GLuint fbo) const
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{
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if (m_state.boundDrawFBO != fbo || m_state.boundReadFBO != fbo)
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if (m_state.boundDrawFBO == fbo)
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return GL_DRAW_FRAMEBUFFER;
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else if (m_state.boundReadFBO == fbo)
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return GL_READ_FRAMEBUFFER;
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else
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{
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if (!SetCurrentContext(this))
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throw std::runtime_error("failed to activate context");
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@@ -128,6 +132,7 @@ namespace Nz::GL
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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m_state.boundDrawFBO = fbo;
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m_state.boundReadFBO = fbo;
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return GL_FRAMEBUFFER;
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}
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}
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