diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2013-04-05 15:01:35 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2013-04-05 15:01:35 +0400 |
commit | a53a106065d7d71e2bc9d65668b0e811e8751713 (patch) | |
tree | 94793fe57e048e7150feb48420c71f5f239a0738 /intern/opencolorio | |
parent | 898ba93a12117de413a9a5cd7b3fdf8c0d39ee7b (diff) |
Fix #34872: Every images are displayed as black in UV/image editor
Issue was caused by some mesa drivers does not support GL_RGBA16F.
Now added check around glTexImage2D to verify whether requested
internal format is actually supported. If not blender will fall
back to non-GLSL image display.
Diffstat (limited to 'intern/opencolorio')
-rw-r--r-- | intern/opencolorio/ocio_impl_glsl.cc | 23 |
1 files changed, 20 insertions, 3 deletions
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc index 9343a13e888..62df0b58ed6 100644 --- a/intern/opencolorio/ocio_impl_glsl.cc +++ b/intern/opencolorio/ocio_impl_glsl.cc @@ -60,6 +60,7 @@ typedef struct OCIO_GLSLDrawState { bool lut3d_texture_allocated; /* boolean flag indicating whether * lut texture is allocated */ + bool lut3d_texture_valid; GLuint lut3d_texture; /* OGL texture ID for 3D LUT */ @@ -170,12 +171,12 @@ static OCIO_GLSLDrawState *allocateOpenGLState(void) } /* Ensure LUT texture and array are allocated */ -static void ensureLUT3DAllocated(OCIO_GLSLDrawState *state) +static bool ensureLUT3DAllocated(OCIO_GLSLDrawState *state) { int num_3d_entries = 3 * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE; if (state->lut3d_texture_allocated) - return; + return state->lut3d_texture_valid; glGenTextures(1, &state->lut3d_texture); @@ -188,11 +189,22 @@ static void ensureLUT3DAllocated(OCIO_GLSLDrawState *state) glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + + /* clean glError buffer */ + while (glGetError() != GL_NO_ERROR) {} + glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, 0, GL_RGB,GL_FLOAT, &state->lut3d); state->lut3d_texture_allocated = true; + + /* GL_RGB16F_ARB could be not supported at some drivers + * in this case we could not use GLSL display + */ + state->lut3d_texture_valid = glGetError() == GL_NO_ERROR; + + return state->lut3d_texture_valid; } /** @@ -218,7 +230,12 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRc glGetIntegerv(GL_TEXTURE_2D, &state->last_texture); glGetIntegerv(GL_ACTIVE_TEXTURE, &state->last_texture_unit); - ensureLUT3DAllocated(state); + if (!ensureLUT3DAllocated(state)) { + glActiveTexture(state->last_texture_unit); + glBindTexture(GL_TEXTURE_2D, state->last_texture); + + return false; + } /* Step 1: Create a GPU Shader Description */ GpuShaderDesc shaderDesc; |