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-rw-r--r--intern/opencolorio/ocio_impl_glsl.cc23
-rw-r--r--source/blender/editors/screen/glutil.c7
2 files changed, 27 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;
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index ac8f44a3ab1..b6ee9254396 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -540,6 +540,13 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format,
if (type == GL_FLOAT) {
/* need to set internal format to higher range float */
+
+ /* NOTE: this could fail on some drivers, like mesa,
+ * but currently this code is only used by color
+ * management stuff which already checks on whether
+ * it's possible to use GL_RGBA16F_ARB
+ */
+
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, tex_w, tex_h, 0, format, GL_FLOAT, NULL);
}
else {