Fall back to gl_renderbuffers 0 if buffer creation fails

This commit is contained in:
Magnus Norddahl 2016-08-28 18:07:44 +02:00
parent 47714509d6
commit bb066f6f07
4 changed files with 39 additions and 17 deletions

View file

@ -147,10 +147,10 @@ void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle)
//
//==========================================================================
void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
{
if (!IsEnabled())
return;
return false;
if (width <= 0 || height <= 0)
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
@ -189,6 +189,20 @@ void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
glActiveTexture(activeTex);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (FailedCreate)
{
ClearScene();
ClearPipeline();
ClearBloom();
mWidth = 0;
mHeight = 0;
mSamples = 0;
mBloomWidth = 0;
mBloomHeight = 0;
}
return !FailedCreate;
}
//==========================================================================
@ -340,7 +354,7 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
glBindFramebuffer(GL_FRAMEBUFFER, handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
CheckFrameBufferCompleteness();
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(false, false);
return handle;
}
@ -356,7 +370,7 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
CheckFrameBufferCompleteness();
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return handle;
}
@ -373,7 +387,7 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
CheckFrameBufferCompleteness();
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return handle;
}
@ -384,12 +398,15 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
//
//==========================================================================
void FGLRenderBuffers::CheckFrameBufferCompleteness()
bool FGLRenderBuffers::CheckFrameBufferCompleteness()
{
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (result == GL_FRAMEBUFFER_COMPLETE)
return;
return true;
FailedCreate = true;
#if 0
FString error = "glCheckFramebufferStatus failed: ";
switch (result)
{
@ -404,6 +421,9 @@ void FGLRenderBuffers::CheckFrameBufferCompleteness()
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
}
I_FatalError(error);
#endif
return false;
}
//==========================================================================
@ -539,5 +559,7 @@ void FGLRenderBuffers::BindOutputFB()
bool FGLRenderBuffers::IsEnabled()
{
return gl_renderbuffers && gl.glslversion != 0;
return gl_renderbuffers && gl.glslversion != 0 && !FailedCreate;
}
bool FGLRenderBuffers::FailedCreate = false;

View file

@ -20,7 +20,7 @@ public:
FGLRenderBuffers();
~FGLRenderBuffers();
void Setup(int width, int height, int sceneWidth, int sceneHeight);
bool Setup(int width, int height, int sceneWidth, int sceneHeight);
void BindSceneFB();
void BlitSceneToTexture();
@ -53,7 +53,7 @@ private:
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer);
void CheckFrameBufferCompleteness();
bool CheckFrameBufferCompleteness();
void ClearFrameBuffer(bool stencil, bool depth);
void DeleteTexture(GLuint &handle);
void DeleteRenderBuffer(GLuint &handle);
@ -84,6 +84,8 @@ private:
// Back buffer frame buffer
GLuint mOutputFB = 0;
static bool FailedCreate;
};
#endif

View file

@ -289,9 +289,8 @@ void FGLRenderer::SetupLevel()
void FGLRenderer::Begin2D()
{
if (FGLRenderBuffers::IsEnabled())
if (mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
{
mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height);
if (mDrawingScene2D)
mBuffers->BindSceneFB();
else

View file

@ -168,9 +168,8 @@ void FGLRenderer::Reset3DViewport()
void FGLRenderer::Set3DViewport(bool mainview)
{
if (mainview && FGLRenderBuffers::IsEnabled())
if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
{
mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height);
mBuffers->BindSceneFB();
}