Don't bother with initial states for render buffers

This commit is contained in:
baldurk
2015-07-11 18:41:34 +02:00
parent 8bd6bcde8f
commit e818c4e517
+13 -1
View File
@@ -644,6 +644,10 @@ bool GLResourceManager::Prepare_InitialState(GLResource res)
Prepare_InitialState(res, (byte *)data);
}
}
else if(res.Namespace == eResRenderbuffer)
{
//
}
else
{
RDCERR("Unexpected type of resource requiring initial state");
@@ -1209,6 +1213,11 @@ bool GLResourceManager::Serialise_InitialState(GLResource res)
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, blob));
}
}
else if(res.Namespace == eResRenderbuffer)
{
RDCWARN("Technically you could try and readback the contents of a RenderBuffer via pixel copy.");
RDCWARN("Currently we don't support that though, and initial contents will be uninitialised.");
}
else
{
RDCERR("Unexpected type of resource requiring initial state");
@@ -1227,7 +1236,7 @@ void GLResourceManager::Create_InitialState(ResourceId id, GLResource live, bool
{
GLNOTIMP("Need to set initial default state for vertex array objects without an initial state");
}
else if(live.Namespace != eResBuffer)
else if(live.Namespace != eResBuffer && live.Namespace != eResProgram && live.Namespace != eResRenderbuffer)
{
RDCUNIMPLEMENTED("Expect all initial states to be created & not skipped, presently");
}
@@ -1551,6 +1560,9 @@ void GLResourceManager::Apply_InitialState(GLResource live, InitialContentData i
gl.glBindVertexArray(VAO);
}
}
else if(live.Namespace == eResRenderbuffer)
{
}
else
{
RDCERR("Unexpected type of resource requiring initial state");