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.
This commit is contained in:
Antonis Ryakiotakis 2014-12-16 21:52:55 +01:00
parent 1b2fc74792
commit 3e61478b1b
Notes: blender-bot 2023-02-14 09:43:39 +01:00
Referenced by issue #42933, Cylces Normal Render Pass Has Wrong Orientation
Referenced by issue #42917, Sun lamp shadows broken in GLSL view
2 changed files with 17 additions and 6 deletions

View File

@ -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;

View File

@ -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);