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Diffstat (limited to 'source/blender/gpu/intern/gpu_texture.c')
-rw-r--r--source/blender/gpu/intern/gpu_texture.c39
1 files changed, 9 insertions, 30 deletions
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index e6a9db5059a..a151fe847ef 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -120,21 +120,21 @@ static GPUTexture *GPU_texture_create_nD(
if (!tex->bindcode) {
if (err_out) {
- BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d",
- (int)glGetError());
+ BLI_snprintf(err_out, 256, "GPUTexture: texture create failed");
}
else {
- fprintf(stderr, "GPUTexture: texture create failed: %d\n",
- (int)glGetError());
+ fprintf(stderr, "GPUTexture: texture create failed");
}
GPU_texture_free(tex);
return NULL;
}
+#if 0 /* this should be a compile-time check */
if (!GPU_full_non_power_of_two_support()) {
tex->w = power_of_2_max_i(tex->w);
tex->h = power_of_2_max_i(tex->h);
}
+#endif
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
@@ -366,8 +366,7 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
- fprintf(stderr, "GPUTexture: texture create failed: %d\n",
- (int)glGetError());
+ fprintf(stderr, "GPUTexture: texture create failed");
GPU_texture_free(tex);
return NULL;
}
@@ -375,8 +374,6 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
- GPU_ASSERT_NO_GL_ERRORS("3D glBindTexture");
-
type = GL_FLOAT;
if (channels == 4) {
format = GL_RGBA;
@@ -418,8 +415,6 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f
pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
#endif
- GPU_ASSERT_NO_GL_ERRORS("3D glTexImage3D");
-
/* hardcore stuff, 3D texture rescaling - warning, this is gonna hurt your performance a lot, but we need it
* for gooseberry */
if (rescale && fpixels) {
@@ -456,14 +451,10 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f
MEM_freeN(tex3d);
}
- else {
- if (fpixels) {
- glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels);
- GPU_ASSERT_NO_GL_ERRORS("3D glTexSubImage3D");
- }
+ else if (fpixels) {
+ glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels);
}
-
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -510,7 +501,7 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget
ima->gputexture[gputt] = tex;
if (!glIsTexture(tex->bindcode)) {
- GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded");
+ GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
GLint w, h, border;
@@ -564,7 +555,7 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
prv->gputexture[0] = tex;
if (!glIsTexture(tex->bindcode)) {
- GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded");
+ GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
GLint w, h;
@@ -915,8 +906,6 @@ void GPU_texture_bind(GPUTexture *tex, int number)
if (number < 0)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Texture Bind");
-
GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number);
if (number != 0) glActiveTexture(arbnumber);
if (tex->bindcode != 0) {
@@ -928,8 +917,6 @@ void GPU_texture_bind(GPUTexture *tex, int number)
if (number != 0) glActiveTexture(GL_TEXTURE0);
tex->number = number;
-
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Bind");
}
void GPU_texture_unbind(GPUTexture *tex)
@@ -941,8 +928,6 @@ void GPU_texture_unbind(GPUTexture *tex)
if (tex->number == -1)
return;
-
- GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
if (tex->number != 0) glActiveTexture(arbnumber);
@@ -951,8 +936,6 @@ void GPU_texture_unbind(GPUTexture *tex)
if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
tex->number = -1;
-
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
}
int GPU_texture_bound_number(GPUTexture *tex)
@@ -970,8 +953,6 @@ void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
if (tex->number == -1)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
-
GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
if (tex->number != 0) glActiveTexture(arbnumber);
@@ -991,8 +972,6 @@ void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
-
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
}
void GPU_texture_free(GPUTexture *tex)