Fix crash on MesaGL

master
Jeremy Hu 2020-01-14 21:38:57 +09:30
parent 69a586903b
commit 9f625f07ae
2 changed files with 20 additions and 9 deletions

View File

@ -308,10 +308,7 @@ DocumentWindow::DocumentWindow() :
m_modelRenderWidget->setSizePolicy(QSizePolicy::Minimum, QSizePolicy::Minimum);
m_modelRenderWidget->move(DocumentWindow::m_modelRenderWidgetInitialX, DocumentWindow::m_modelRenderWidgetInitialY);
m_modelRenderWidget->setMousePickRadius(m_document->mousePickRadius());
#ifndef __linux__
// FIXME: Toggle wireframe crash on linux/MesaGL
m_modelRenderWidget->toggleWireframe();
#endif
connect(m_modelRenderWidget, &ModelWidget::mouseRayChanged, m_document,
[=](const QVector3D &nearPosition, const QVector3D &farPosition) {

View File

@ -197,12 +197,26 @@ void ModelMeshBinder::paint(ModelShaderProgram *program)
if (m_renderEdgeVertexCount > 0) {
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoEdge);
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
program->setUniformValue(program->textureEnabledLoc(), 0);
program->setUniformValue(program->normalMapEnabledLoc(), 0);
program->setUniformValue(program->metalnessMapEnabledLoc(), 0);
program->setUniformValue(program->roughnessMapEnabledLoc(), 0);
program->setUniformValue(program->ambientOcclusionMapEnabledLoc(), 0);
f->glDrawArrays(GL_LINES, 0, m_renderEdgeVertexCount);
// glDrawArrays GL_LINES crashs on Mesa GL
static int s_softwareGlState = 0;
if (0 == s_softwareGlState) {
const char *versionString = (const char *)f->glGetString(GL_VERSION);
if (nullptr != versionString &&
'\0' != versionString[0] &&
0 == strstr(versionString, "Mesa")) {
s_softwareGlState = 2;
} else {
s_softwareGlState = 1;
}
}
if (2 == s_softwareGlState) {
program->setUniformValue(program->textureEnabledLoc(), 0);
program->setUniformValue(program->normalMapEnabledLoc(), 0);
program->setUniformValue(program->metalnessMapEnabledLoc(), 0);
program->setUniformValue(program->roughnessMapEnabledLoc(), 0);
program->setUniformValue(program->ambientOcclusionMapEnabledLoc(), 0);
f->glDrawArrays(GL_LINES, 0, m_renderEdgeVertexCount);
}
}
}
if (m_renderTriangleVertexCount > 0) {