[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55804] trunk/blender: Fix #34872: Every images are displayed as black in UV/image editor
Sergey Sharybin
sergey.vfx at gmail.com
Fri Apr 5 13:01:36 CEST 2013
Revision: 55804
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=55804
Author: nazgul
Date: 2013-04-05 11:01:35 +0000 (Fri, 05 Apr 2013)
Log Message:
-----------
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.
Modified Paths:
--------------
trunk/blender/intern/opencolorio/ocio_impl_glsl.cc
trunk/blender/source/blender/editors/screen/glutil.c
Modified: trunk/blender/intern/opencolorio/ocio_impl_glsl.cc
===================================================================
--- trunk/blender/intern/opencolorio/ocio_impl_glsl.cc 2013-04-05 09:23:20 UTC (rev 55803)
+++ trunk/blender/intern/opencolorio/ocio_impl_glsl.cc 2013-04-05 11:01:35 UTC (rev 55804)
@@ -60,6 +60,7 @@
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 @@
}
/* 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 @@
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;
}
/**
@@ -218,8 +230,13 @@
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;
shaderDesc.setLanguage(GPU_LANGUAGE_GLSL_1_0);
Modified: trunk/blender/source/blender/editors/screen/glutil.c
===================================================================
--- trunk/blender/source/blender/editors/screen/glutil.c 2013-04-05 09:23:20 UTC (rev 55803)
+++ trunk/blender/source/blender/editors/screen/glutil.c 2013-04-05 11:01:35 UTC (rev 55804)
@@ -540,6 +540,13 @@
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 {
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