Don't create images/framebuffers that won't be used, and add checks before use.

This commit is contained in:
SmileTheory 2014-01-12 20:52:36 -08:00
parent d4fc617cec
commit eea652f5c5
6 changed files with 69 additions and 48 deletions

View file

@ -465,34 +465,48 @@ void FBO_Init(void)
}
// FIXME: Don't use separate color/depth buffers for a shadow buffer
for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
if (MAX_DRAWN_PSHADOWS && tr.pshadowMaps[0])
{
tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
FBO_Bind(tr.pshadowFbos[i]);
for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
{
tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
FBO_Bind(tr.pshadowFbos[i]);
//FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
FBO_AttachTextureImage(tr.pshadowMaps[i], 0);
//FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
FBO_AttachTextureImage(tr.pshadowMaps[i], 0);
FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
//R_AttachFBOTextureDepth(tr.textureDepthImage->texnum);
FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
//R_AttachFBOTextureDepth(tr.textureDepthImage->texnum);
R_CheckFBO(tr.pshadowFbos[i]);
R_CheckFBO(tr.pshadowFbos[i]);
}
}
for ( i = 0; i < 3; i++)
if (tr.sunShadowDepthImage[0])
{
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
FBO_Bind(tr.sunShadowFbo[i]);
for ( i = 0; i < 3; i++)
{
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
FBO_Bind(tr.sunShadowFbo[i]);
//FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
//FBO_AttachTextureImage(tr.sunShadowImage, 0);
qglDrawBuffer(GL_NONE);
qglReadBuffer(GL_NONE);
//FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
//FBO_AttachTextureImage(tr.sunShadowImage, 0);
qglDrawBuffer(GL_NONE);
qglReadBuffer(GL_NONE);
//FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum);
//FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum);
R_CheckFBO(tr.sunShadowFbo[i]);
R_CheckFBO(tr.sunShadowFbo[i]);
}
tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
FBO_Bind(tr.screenShadowFbo);
FBO_AttachTextureImage(tr.screenShadowImage, 0);
R_CheckFBO(tr.screenShadowFbo);
}
for (i = 0; i < 2; i++)
@ -537,15 +551,6 @@ void FBO_Init(void)
R_CheckFBO(tr.quarterFbo[i]);
}
{
tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
FBO_Bind(tr.screenShadowFbo);
FBO_AttachTextureImage(tr.screenShadowImage, 0);
R_CheckFBO(tr.screenShadowFbo);
}
if (r_ssao->integer)
{
tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
@ -563,6 +568,7 @@ void FBO_Init(void)
R_CheckFBO(tr.screenSsaoFbo);
}
if (tr.renderCubeImage)
{
tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height);
FBO_Bind(tr.renderCubeFbo);