[Bf-blender-cvs] [3e61478] master: Fix T42917 shadow maps not working on ATIs.

Antony Riakiotakis noreply at git.blender.org
Tue Dec 16 21:54:59 CET 2014


Commit: 3e61478b1be7b11b11fbccc37d6d64c99f354717
Author: Antony Riakiotakis
Date:   Tue Dec 16 21:52:55 2014 +0100
Branches: master
https://developer.blender.org/rB3e61478b1be7b11b11fbccc37d6d64c99f354717

Fix T42917 shadow maps not working on ATIs.

This is yet another issue with framebuffers. There are two issues: We
need the framebuffer fully bound to check for completeness and when we
bind a depth texture as frame buffer we need to disable read/write.

===================================================================

M	source/blender/gpu/intern/gpu_extensions.c
M	source/blender/gpu/intern/gpu_material.c

===================================================================

diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index e386869..05c40d6 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -969,10 +969,16 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
 	/* bind framebuffer */
 	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object);
 
-	/* last bound prevails here, better allow explicit control here too */
-	glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment);
-	glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment);
-
+	if (tex->depth) {
+		glDrawBuffer(GL_NONE);
+		glReadBuffer(GL_NONE);
+	}
+	else {
+		/* last bound prevails here, better allow explicit control here too */
+		glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment);
+		glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment);
+	}
+	
 	/* push matrices and set default viewport and matrix */
 	glViewport(0, 0, tex->w, tex->h);
 	GG.currentfb = tex->fb->object;
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 31b499d..fcf3425 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -1953,10 +1953,15 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
 				return lamp;
 			}
 			
+			/* we need to properly bind to test for completeness */
+			GPU_texture_bind_as_framebuffer(lamp->blurtex);
+			
 			if (!GPU_framebuffer_check_valid(lamp->blurfb, NULL)) {
 				gpu_lamp_shadow_free(lamp);
-				return lamp;				
-			}			
+				return lamp;
+			}
+			
+			GPU_framebuffer_texture_unbind(lamp->blurfb, lamp->blurtex);
 		}
 		else {
 			lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);




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