[Bf-blender-cvs] [e68b8085647] blender2.8: Fix glCheckFramebufferStatusEXT

Dalai Felinto noreply at git.blender.org
Mon Apr 10 15:53:33 CEST 2017


Commit: e68b80856475423c1c1a855b2db7b0ed9563919a
Author: Dalai Felinto
Date:   Mon Apr 10 15:50:08 2017 +0200
Branches: blender2.8
https://developer.blender.org/rBe68b80856475423c1c1a855b2db7b0ed9563919a

Fix glCheckFramebufferStatusEXT

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

M	source/blender/gpu/intern/gpu_framebuffer.c

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

diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index fb02efb8e99..fabcf4409da 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -468,14 +468,14 @@ void GPU_framebuffer_blit(GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer
 	glFramebufferTexture2D(
 	        GL_READ_FRAMEBUFFER, read_attach,
 	        GL_TEXTURE_2D, read_bind, 0);
-	BLI_assert(glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
+	BLI_assert(glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
 
 	/* write into new single-sample buffer */
 	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb_write->object);
 	glFramebufferTexture2D(
 	        GL_DRAW_FRAMEBUFFER, write_attach,
 	        GL_TEXTURE_2D, write_bind, 0);
-	BLI_assert(glCheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
+	BLI_assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
 
 	glBlitFramebuffer(0, 0, read_w, read_h, 0, 0, write_w, write_h, (use_depth) ? GL_DEPTH_BUFFER_BIT : GL_COLOR_BUFFER_BIT, GL_NEAREST);
 
@@ -609,7 +609,7 @@ void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)
 		glFramebufferTexture2D(
 		        GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + ofs->color->fb_attachment,
 		        GL_TEXTURE_2D_MULTISAMPLE, ofs->color->bindcode, 0);
-		status = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER);
+		status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
 		if (status != GL_FRAMEBUFFER_COMPLETE) {
 			goto finally;
 		}




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