mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 05:50:31 +00:00
opengl debug
committing to test on windows with proper debug output
This commit is contained in:
parent
19d8a5525d
commit
6449d22d7f
6 changed files with 270 additions and 84 deletions
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@ -91,19 +91,74 @@ void loadGLExtensions(void *context)
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GL::gglPerformExtensionBinds(context);
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}
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void STDCALL glDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
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const GLchar *message, const void *userParam)
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void APIENTRY glDebugCallback(
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GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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const void* userParam)
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{
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// JTH [11/24/2016]: This is a temporary fix so that we do not get spammed for redundant fbo changes.
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// This only happens on Intel cards. This should be looked into sometime in the near future.
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if (dStrStartsWith(message, "API_ID_REDUNDANT_FBO"))
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// Ignore non-significant notifications (optional)
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if (severity == GL_DEBUG_SEVERITY_NOTIFICATION)
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return;
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const char* srcStr = "UNKNOWN";
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const char* typeStr = "UNKNOWN";
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const char* sevStr = "UNKNOWN";
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switch (source)
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{
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case GL_DEBUG_SOURCE_API: srcStr = "API"; break;
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case GL_DEBUG_SOURCE_WINDOW_SYSTEM: srcStr = "WINDOW"; break;
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case GL_DEBUG_SOURCE_SHADER_COMPILER: srcStr = "SHADER"; break;
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case GL_DEBUG_SOURCE_THIRD_PARTY: srcStr = "THIRD_PARTY"; break;
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case GL_DEBUG_SOURCE_APPLICATION: srcStr = "APP"; break;
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case GL_DEBUG_SOURCE_OTHER: srcStr = "OTHER"; break;
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}
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switch (type)
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{
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case GL_DEBUG_TYPE_ERROR: typeStr = "ERROR"; break;
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: typeStr = "DEPRECATED"; break;
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: typeStr = "UNDEFINED"; break;
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case GL_DEBUG_TYPE_PORTABILITY: typeStr = "PORTABILITY"; break;
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case GL_DEBUG_TYPE_PERFORMANCE: typeStr = "PERFORMANCE"; break;
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case GL_DEBUG_TYPE_MARKER: typeStr = "MARKER"; break;
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case GL_DEBUG_TYPE_PUSH_GROUP: typeStr = "PUSH"; break;
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case GL_DEBUG_TYPE_POP_GROUP: typeStr = "POP"; break;
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case GL_DEBUG_TYPE_OTHER: typeStr = "OTHER"; break;
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}
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switch (severity)
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{
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case GL_DEBUG_SEVERITY_HIGH: sevStr = "HIGH"; break;
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case GL_DEBUG_SEVERITY_MEDIUM: sevStr = "MEDIUM"; break;
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case GL_DEBUG_SEVERITY_LOW: sevStr = "LOW"; break;
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case GL_DEBUG_SEVERITY_NOTIFICATION: sevStr = "NOTIFY"; break;
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}
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// Filter known noisy IDs here if needed
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// Example:
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// if (id == 131185) return;
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if (severity == GL_DEBUG_SEVERITY_HIGH)
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Con::errorf("OPENGL: %s", message);
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{
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Con::errorf("OPENGL [%s][%s][%s][%u]: %s",
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sevStr, srcStr, typeStr, id, message);
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AssertFatal(false, "OpenGL HIGH severity error.");
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}
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else if (severity == GL_DEBUG_SEVERITY_MEDIUM)
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Con::warnf("OPENGL: %s", message);
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else if (severity == GL_DEBUG_SEVERITY_LOW)
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Con::printf("OPENGL: %s", message);
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{
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Con::warnf("OPENGL [%s][%s][%s][%u]: %s",
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sevStr, srcStr, typeStr, id, message);
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}
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else
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{
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Con::printf("OPENGL [%s][%s][%s][%u]: %s",
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sevStr, srcStr, typeStr, id, message);
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}
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}
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void STDCALL glAmdDebugCallback(GLuint id, GLenum category, GLenum severity, GLsizei length,
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@ -157,27 +212,34 @@ void GFXGLDevice::initGLState()
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#endif
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#if TORQUE_DEBUG
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if( gglHasExtension(ARB_debug_output) )
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{
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallbackARB(glDebugCallback, NULL);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
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GLuint unusedIds = 0;
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glDebugMessageControlARB(GL_DONT_CARE,
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GL_DONT_CARE,
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GL_DONT_CARE,
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0,
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&unusedIds,
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GL_TRUE);
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}
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else if(gglHasExtension(AMD_debug_output))
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{
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallbackAMD(glAmdDebugCallback, NULL);
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//glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
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GLuint unusedIds = 0;
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glDebugMessageEnableAMD(GL_DONT_CARE, GL_DONT_CARE, 0,&unusedIds, GL_TRUE);
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}
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bool debugInitialized = false;
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int flags;
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glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
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if (flags & GL_CONTEXT_FLAG_DEBUG_BIT)
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{
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageCallback(glDebugCallback, nullptr);
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glDebugMessageControl(
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GL_DONT_CARE,
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GL_DONT_CARE,
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GL_DONT_CARE,
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0,
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nullptr,
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GL_TRUE);
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Con::printf("OpenGL debug output enabled.");
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debugInitialized = true;
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}
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if (!debugInitialized)
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{
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Con::warnf("OpenGL debug output NOT available.");
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}
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#endif
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PlatformGL::setVSync(smEnableVSync);
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@ -175,7 +175,7 @@ void GFXGLTextureManager::innerCreateTexture( GFXGLTextureObject *retTex,
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//calculate num mipmaps
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if(retTex->mMipLevels == 0)
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retTex->mMipLevels = getMaxMipmaps(width, height, 1);
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glTexParameteri(binding, GL_TEXTURE_MAX_LEVEL, retTex->mMipLevels-1 );
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bool hasTexStorage = false;
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@ -364,34 +364,83 @@ void GFXGLTextureManager::innerCreateTexture( GFXGLTextureObject *retTex,
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// loadTexture - GBitmap
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//-----------------------------------------------------------------------------
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static void _textureUpload(const S32 width, const S32 height,const S32 bytesPerPixel,const GFXGLTextureObject* texture, const GFXFormat fmt, const U8* data,const S32 mip=0, const U32 face = 0, Swizzle<U8, 4> *pSwizzle = NULL)
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static void _textureUpload(
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const S32 width,
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const S32 height,
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const S32 bytesPerPixel,
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const GFXGLTextureObject* texture,
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const GFXFormat fmt,
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const U8* data,
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const S32 mip = 0,
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const U32 face = 0,
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Swizzle<U8, 4>* pSwizzle = NULL)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->getBuffer());
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U32 bufSize = width * height * bytesPerPixel;
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glBufferData(GL_PIXEL_UNPACK_BUFFER, bufSize, NULL, GL_STREAM_DRAW);
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const GLenum target = texture->getBinding();
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if(pSwizzle)
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{
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PROFILE_SCOPE(Swizzle32_Upload);
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U8* pboMemory = (U8*)dMalloc(bufSize);
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pSwizzle->ToBuffer(pboMemory, data, bufSize);
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glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, bufSize, pboMemory);
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dFree(pboMemory);
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}
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else
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{
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PROFILE_SCOPE(SwizzleNull_Upload);
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glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, bufSize, data);
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}
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// Save pixel store state
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GLint prevUnpackAlign;
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glGetIntegerv(GL_UNPACK_ALIGNMENT, &prevUnpackAlign);
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if(texture->getBinding() == GL_TEXTURE_CUBE_MAP)
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glTexSubImage2D(GFXGLFaceType[face], mip, 0, 0, width, height, GFXGLTextureFormat[fmt], GFXGLTextureType[fmt], NULL);
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else if (texture->getBinding() == GL_TEXTURE_2D)
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glTexSubImage2D(texture->getBinding(), mip, 0, 0, width, height, GFXGLTextureFormat[fmt], GFXGLTextureType[fmt], NULL);
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else
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glTexSubImage1D(texture->getBinding(), mip, 0, (width > 1 ? width : height), GFXGLTextureFormat[fmt], GFXGLTextureType[fmt], NULL);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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const U32 bufSize = width * height * bytesPerPixel;
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const U8* uploadPtr = data;
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U8* tempBuffer = nullptr;
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if (pSwizzle)
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{
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tempBuffer = (U8*)dMalloc(bufSize);
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pSwizzle->ToBuffer(tempBuffer, data, bufSize);
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uploadPtr = tempBuffer;
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}
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if (target == GL_TEXTURE_CUBE_MAP)
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{
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glTexSubImage2D(
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GFXGLFaceType[face],
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mip,
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0, 0,
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width, height,
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GFXGLTextureFormat[fmt],
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GFXGLTextureType[fmt],
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uploadPtr
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);
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}
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else if (target == GL_TEXTURE_2D)
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{
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glTexSubImage2D(
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GL_TEXTURE_2D,
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mip,
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0, 0,
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width, height,
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GFXGLTextureFormat[fmt],
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GFXGLTextureType[fmt],
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uploadPtr
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);
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}
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else if (target == GL_TEXTURE_1D)
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{
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glTexSubImage1D(
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GL_TEXTURE_1D,
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mip,
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0,
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width,
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GFXGLTextureFormat[fmt],
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GFXGLTextureType[fmt],
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uploadPtr
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);
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}
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if (tempBuffer)
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dFree(tempBuffer);
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// Restore state
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glPixelStorei(GL_UNPACK_ALIGNMENT, prevUnpackAlign);
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#ifdef TORQUE_DEBUG
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glCheckErrors();
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#endif
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}
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bool GFXGLTextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *pDL)
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@ -102,36 +102,79 @@ GFXLockedRect* GFXGLTextureObject::lock(U32 mipLevel /*= 0*/, RectI* inRect /*=
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void GFXGLTextureObject::unlock(U32 mipLevel /*= 0*/, U32 faceIndex /*= 0*/)
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{
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if(!mLockedRect.bits)
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return;
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if (!mLockedRect.bits)
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return;
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// I know this is in unlock, but in GL we actually do our submission in unlock.
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PROFILE_SCOPE(GFXGLTextureObject_lockRT);
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PROFILE_SCOPE(GFXGLTextureObject_unlock);
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PRESERVE_TEXTURE(mBinding);
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glBindTexture(mBinding, mHandle);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mBuffer);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, (mLockedRectRect.extent.x + 1) * (mLockedRectRect.extent.y + 1) * mBytesPerTexel, mFrameAllocatorPtr, GL_STREAM_DRAW);
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S32 z = getDepth();
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if (mBinding == GL_TEXTURE_3D)
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glTexSubImage3D(mBinding, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y, z,
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mLockedRectRect.extent.x, mLockedRectRect.extent.y, z, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
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else if(mBinding == GL_TEXTURE_2D)
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glTexSubImage2D(mBinding, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y,
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mLockedRectRect.extent.x, mLockedRectRect.extent.y, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
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else if(mBinding == GL_TEXTURE_1D)
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glTexSubImage1D(mBinding, mipLevel, (mLockedRectRect.point.x > 1 ? mLockedRectRect.point.x : mLockedRectRect.point.y),
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(mLockedRectRect.extent.x > 1 ? mLockedRectRect.extent.x : mLockedRectRect.extent.y), GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
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PRESERVE_TEXTURE(mBinding);
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glBindTexture(mBinding, mHandle);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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// --- Save pixel store state ---
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GLint prevUnpackAlign;
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glGetIntegerv(GL_UNPACK_ALIGNMENT, &prevUnpackAlign);
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mLockedRect.bits = NULL;
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#if TORQUE_DEBUG
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AssertFatal(mFrameAllocatorMarkGuard == FrameAllocator::getWaterMark(), "");
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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const U32 width = mLockedRectRect.extent.x;
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const U32 height = mLockedRectRect.extent.y;
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const U32 depth = getDepth();
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if (mBinding == GL_TEXTURE_3D)
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{
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glTexSubImage3D(
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mBinding,
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mipLevel,
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mLockedRectRect.point.x,
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mLockedRectRect.point.y,
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0,
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width,
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height,
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depth,
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GFXGLTextureFormat[mFormat],
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GFXGLTextureType[mFormat],
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mLockedRect.bits
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);
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}
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else if (mBinding == GL_TEXTURE_2D)
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{
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glTexSubImage2D(
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mBinding,
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mipLevel,
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mLockedRectRect.point.x,
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mLockedRectRect.point.y,
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width,
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height,
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GFXGLTextureFormat[mFormat],
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GFXGLTextureType[mFormat],
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mLockedRect.bits
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);
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}
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else if (mBinding == GL_TEXTURE_1D)
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{
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glTexSubImage1D(
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mBinding,
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mipLevel,
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mLockedRectRect.point.x,
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width,
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GFXGLTextureFormat[mFormat],
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GFXGLTextureType[mFormat],
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mLockedRect.bits
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);
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}
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// --- Restore state ---
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glPixelStorei(GL_UNPACK_ALIGNMENT, prevUnpackAlign);
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mLockedRect.bits = NULL;
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FrameAllocator::setWaterMark(mFrameAllocatorMark);
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mFrameAllocatorMark = 0;
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mFrameAllocatorPtr = NULL;
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#ifdef TORQUE_DEBUG
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glCheckErrors();
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#endif
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FrameAllocator::setWaterMark(mFrameAllocatorMark);
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mFrameAllocatorMark = 0;
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mFrameAllocatorPtr = NULL;
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}
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void GFXGLTextureObject::release()
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@ -28,6 +28,32 @@
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#include "gfx/gl/gfxGLStateCache.h"
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#include "gfx/bitmap/imageUtils.h"
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inline const char* glGetErrorString(GLenum error)
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{
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switch (error)
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{
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case GL_NO_ERROR: return "No Error";
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case GL_INVALID_ENUM: return "Invalid Enum";
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case GL_INVALID_VALUE: return "Invalid Value";
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case GL_INVALID_OPERATION: return "Invalid Operation";
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case GL_INVALID_FRAMEBUFFER_OPERATION: return "Invalid Framebuffer Operation";
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case GL_OUT_OF_MEMORY: return "Out of Memory";
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case GL_STACK_UNDERFLOW: return "Stack Underflow";
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case GL_STACK_OVERFLOW: return "Stack Overflow";
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case GL_CONTEXT_LOST: return "Context Lost";
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default: return "Unknown Error";
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}
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}
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inline void _glCheckErrors(const char *filename, int line)
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{
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GLenum err;
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while ((err = glGetError()) != GL_NO_ERROR)
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Con::printf("OpenGL Error: %s (%d) [%u] %s\n", filename, line, err, glGetErrorString(err));
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}
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#define glCheckErrors() _glCheckErrors(__FILE__, __LINE__)
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inline U32 getMaxMipmaps(U32 width, U32 height, U32 depth)
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{
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return getMax( getBinLog2(depth), getMax(getBinLog2(width), getBinLog2(height))) + 1;
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@ -103,9 +103,17 @@ void GFXGLDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
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}
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SDL_ClearError();
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U32 debugFlag = 0;
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#ifdef TORQUE_DEBUG
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debugFlag |= SDL_GL_CONTEXT_DEBUG_FLAG;
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#endif
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, debugFlag);
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SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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#ifdef TORQUE_GL_SOFTWARE
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 0);
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#endif
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SDL_GLContext tempContext = SDL_GL_CreateContext( tempWindow );
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if( !tempContext )
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{
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@ -19,12 +19,10 @@ namespace PlatformGL
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#ifdef TORQUE_DEBUG
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debugFlag |= SDL_GL_CONTEXT_DEBUG_FLAG;
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#endif
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, majorOGL);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minorOGL);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, debugFlag);
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SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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#ifdef TORQUE_GL_SOFTWARE
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 0);
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#endif
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