|
@@ -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
|