| 146 | } |
| 147 | |
| 148 | bool EnsureArrayTarget(int res, int layers) |
| 149 | { |
| 150 | if (s_arrFbo && s_arrRes == res && s_arrLayers == layers) |
| 151 | return true; |
| 152 | if (s_arrTex) |
| 153 | { |
| 154 | glDeleteTextures(1, &s_arrTex); |
| 155 | s_arrTex = 0; |
| 156 | } |
| 157 | if (s_arrFbo) |
| 158 | { |
| 159 | glDeleteFramebuffers(1, &s_arrFbo); |
| 160 | s_arrFbo = 0; |
| 161 | } |
| 162 | |
| 163 | glGenTextures(1, &s_arrTex); |
| 164 | glBindTexture(GL_TEXTURE_2D_ARRAY, s_arrTex); |
| 165 | glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT24, res, res, layers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, |
| 166 | nullptr); |
| 167 | glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 168 | glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 169 | glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 170 | glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 171 | |
| 172 | glGenFramebuffers(1, &s_arrFbo); |
| 173 | glBindFramebuffer(GL_FRAMEBUFFER, s_arrFbo); |
| 174 | glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, s_arrTex, 0, 0); |
| 175 | glDrawBuffer(GL_NONE); |
| 176 | glReadBuffer(GL_NONE); |
| 177 | GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); |
| 178 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 179 | if (status != GL_FRAMEBUFFER_COMPLETE) |
| 180 | { |
| 181 | LOG_ERROR(Graphics, "GL33 cascade FBO incomplete: {}", static_cast<unsigned>(status)); |
| 182 | return false; |
| 183 | } |
| 184 | s_arrRes = res; |
| 185 | s_arrLayers = layers; |
| 186 | return true; |
| 187 | } |
| 188 | |
| 189 | bool EnsureMesh() |
| 190 | { |
no outgoing calls
no test coverage detected