Don't create images/framebuffers that won't be used, and add checks before use.
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6 changed files with 69 additions and 48 deletions
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@ -465,34 +465,48 @@ void FBO_Init(void)
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}
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// FIXME: Don't use separate color/depth buffers for a shadow buffer
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for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
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if (MAX_DRAWN_PSHADOWS && tr.pshadowMaps[0])
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{
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tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
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FBO_Bind(tr.pshadowFbos[i]);
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for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
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{
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tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
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FBO_Bind(tr.pshadowFbos[i]);
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//FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
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FBO_AttachTextureImage(tr.pshadowMaps[i], 0);
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//FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
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FBO_AttachTextureImage(tr.pshadowMaps[i], 0);
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FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
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//R_AttachFBOTextureDepth(tr.textureDepthImage->texnum);
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FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
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//R_AttachFBOTextureDepth(tr.textureDepthImage->texnum);
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R_CheckFBO(tr.pshadowFbos[i]);
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R_CheckFBO(tr.pshadowFbos[i]);
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}
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}
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for ( i = 0; i < 3; i++)
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if (tr.sunShadowDepthImage[0])
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{
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tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
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FBO_Bind(tr.sunShadowFbo[i]);
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for ( i = 0; i < 3; i++)
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{
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tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
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FBO_Bind(tr.sunShadowFbo[i]);
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//FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
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//FBO_AttachTextureImage(tr.sunShadowImage, 0);
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qglDrawBuffer(GL_NONE);
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qglReadBuffer(GL_NONE);
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//FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
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//FBO_AttachTextureImage(tr.sunShadowImage, 0);
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qglDrawBuffer(GL_NONE);
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qglReadBuffer(GL_NONE);
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//FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
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R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum);
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//FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
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R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum);
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R_CheckFBO(tr.sunShadowFbo[i]);
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R_CheckFBO(tr.sunShadowFbo[i]);
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}
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tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
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FBO_Bind(tr.screenShadowFbo);
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FBO_AttachTextureImage(tr.screenShadowImage, 0);
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R_CheckFBO(tr.screenShadowFbo);
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}
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for (i = 0; i < 2; i++)
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@ -537,15 +551,6 @@ void FBO_Init(void)
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R_CheckFBO(tr.quarterFbo[i]);
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}
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{
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tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
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FBO_Bind(tr.screenShadowFbo);
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FBO_AttachTextureImage(tr.screenShadowImage, 0);
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R_CheckFBO(tr.screenShadowFbo);
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}
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if (r_ssao->integer)
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{
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tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
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@ -563,6 +568,7 @@ void FBO_Init(void)
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R_CheckFBO(tr.screenSsaoFbo);
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}
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if (tr.renderCubeImage)
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{
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tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height);
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FBO_Bind(tr.renderCubeFbo);
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