Commit: 0f947f2cc554bf3723a88631713bcd75cb745764
Author: Antony Riakiotakis
Date:   Tue Nov 18 12:12:28 2014 +0100
Branches: master
https://developer.blender.org/rB0f947f2cc554bf3723a88631713bcd75cb745764

GPU framebuffer/texture API: Warn when binding a texture that is also
attached to a framebuffer or vice versa.

might be more correct to just handle the case and unbind here.

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

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

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

diff --git a/source/blender/gpu/intern/gpu_extensions.c 
b/source/blender/gpu/intern/gpu_extensions.c
index ecab103..ed1bbef 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -103,6 +103,16 @@ static struct GPUGlobal {
        GPUTexture *invalid_tex_3D;
 } GG = {1, 0};
 
+/* Number of maximum output slots. We support 4 outputs for now (usually we 
wouldn't need more to preserve fill rate) */
+#define GPU_FB_MAX_SLOTS 4
+
+struct GPUFrameBuffer {
+       GLuint object;
+       GPUTexture *colortex[GPU_FB_MAX_SLOTS];
+       GPUTexture *depthtex;
+};
+
+
 /* GPU Types */
 
 int GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver)
@@ -739,7 +749,13 @@ void GPU_texture_bind(GPUTexture *tex, int number)
                return;
        }
 
-       if (number == -1)
+       if (tex->fb) {
+               if (tex->fb->object == GG.currentfb) {
+                       fprintf(stderr, "Feedback loop warning!: Attempting to 
bind texture attached to current framebuffer!\n");
+               }
+       }
+
+       if (number < 0)
                return;
 
        GPU_print_error("Pre Texture Bind");
@@ -833,15 +849,6 @@ GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex)
 
 /* GPUFrameBuffer */
 
-/* Number of maximum output slots. We support 4 outputs for now (usually we 
wouldn't need more to preserve fill rate) */
-#define GPU_FB_MAX_SLOTS 4
-
-struct GPUFrameBuffer {
-       GLuint object;
-       GPUTexture *colortex[GPU_FB_MAX_SLOTS];
-       GPUTexture *depthtex;
-};
-
 GPUFrameBuffer *GPU_framebuffer_create(void)
 {
        GPUFrameBuffer *fb;
@@ -873,6 +880,10 @@ int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, 
GPUTexture *tex, int slot
                return 0;
        }
 
+       if (tex->target != -1) {
+               fprintf(stderr, "Feedback loop warning!: Attempting to attach 
texture to framebuffer while still bound to texture unit for drawing!");
+       }
+
        if (tex->depth)
                attachment = GL_DEPTH_ATTACHMENT_EXT;
        else
@@ -929,7 +940,7 @@ void GPU_framebuffer_texture_detach(GPUTexture *tex)
        GLenum attachment;
        GPUFrameBuffer *fb;
 
-       if (!tex->fb || tex->fb_attachment == -1)
+       if (!tex->fb)
                return;
 
        fb = tex->fb;

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