diff --git a/Engine/source/gfx/gl/gfxGLUtils.h b/Engine/source/gfx/gl/gfxGLUtils.h index d1cec52a8..35d1722bb 100644 --- a/Engine/source/gfx/gl/gfxGLUtils.h +++ b/Engine/source/gfx/gl/gfxGLUtils.h @@ -217,35 +217,41 @@ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (binding, _GET_TEXTURE_B GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_READ_FRAMEBUFFER, GL_READ_FRAMEBUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindFramebuffer);\ GFXGLPreserveInteger TORQUE_CONCAT(preserve2_, __LINE__) (GL_DRAW_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindFramebuffer) -// Handy macro for checking the status of a framebuffer. Framebuffers can fail in -// all sorts of interesting ways, these are just the most common. Further, no existing GL profiling -// tool catches framebuffer errors when the framebuffer is created, so we actually need this. -#define CHECK_FRAMEBUFFER_STATUS()\ -{\ -GLenum status;\ -status = glCheckFramebufferStatus(GL_FRAMEBUFFER);\ -switch(status) {\ -case GL_FRAMEBUFFER_COMPLETE:\ -break;\ -case GL_FRAMEBUFFER_UNSUPPORTED:\ -AssertFatal(false, "Unsupported FBO");\ -break;\ -case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\ -AssertFatal(false, "Incomplete FBO Attachment");\ -break;\ -case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\ -AssertFatal(false, "Incomplete FBO Missing Attachment");\ -break;\ -case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:\ -AssertFatal(false, "Incomplete FBO Draw buffer");\ -break;\ -case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:\ -AssertFatal(false, "Incomplete FBO Read buffer");\ -break;\ -default:\ -/* programming error; will fail on all hardware */\ -AssertFatal(false, "Something really bad happened with an FBO");\ -}\ -} + +#if TORQUE_DEBUG + + // Handy macro for checking the status of a framebuffer. Framebuffers can fail in + // all sorts of interesting ways, these are just the most common. Further, no existing GL profiling + // tool catches framebuffer errors when the framebuffer is created, so we actually need this. + #define CHECK_FRAMEBUFFER_STATUS()\ + {\ + GLenum status;\ + status = glCheckFramebufferStatus(GL_FRAMEBUFFER);\ + switch(status) {\ + case GL_FRAMEBUFFER_COMPLETE:\ + break;\ + case GL_FRAMEBUFFER_UNSUPPORTED:\ + AssertFatal(false, "Unsupported FBO");\ + break;\ + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\ + AssertFatal(false, "Incomplete FBO Attachment");\ + break;\ + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\ + AssertFatal(false, "Incomplete FBO Missing Attachment");\ + break;\ + case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:\ + AssertFatal(false, "Incomplete FBO Draw buffer");\ + break;\ + case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:\ + AssertFatal(false, "Incomplete FBO Read buffer");\ + break;\ + default:\ + /* programming error; will fail on all hardware */\ + AssertFatal(false, "Something really bad happened with an FBO");\ + }\ + } +#else + #define CHECK_FRAMEBUFFER_STATUS() +#endif //TORQUE_DEBUG #endif