always run debug pipeline
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This commit is contained in:
austin 2024-09-02 09:09:56 -04:00
parent f466161914
commit 1873b8abad
3 changed files with 4 additions and 2 deletions

2
Jenkinsfile vendored
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@ -50,7 +50,7 @@ pipeline {
catchError { catchError {
sh 'mvn test -P integration' sh 'mvn test -P integration'
} }
sh 'if ! grep -q "Errors: 2" ./target/surefire-reports/*; then touch ./testsuccess; fi' // sh 'if ! grep -q "Errors: 2" ./target/surefire-reports/*; then touch ./testsuccess; fi'
} }
} }
} }

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@ -447,7 +447,7 @@
<artifactId>maven-surefire-plugin</artifactId> <artifactId>maven-surefire-plugin</artifactId>
<version>2.22.2</version> <version>2.22.2</version>
<configuration> <configuration>
<argLine>-javaagent:./lwjglx-debug-1.0.0.jar=t;o=trace.log</argLine> <argLine>-javaagent:./lwjglx-debug-1.0.0.jar=t;e=*GL40*;o=trace.log</argLine>
</configuration> </configuration>
</plugin> </plugin>
</plugins> </plugins>

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@ -211,6 +211,7 @@ public class Framebuffer {
throw new IllegalStateException("Trying to attach uninitialized image to frame buffer!"); throw new IllegalStateException("Trying to attach uninitialized image to frame buffer!");
} }
openGLState.glBindFramebuffer(GL40.GL_FRAMEBUFFER, this.framebufferPointer); openGLState.glBindFramebuffer(GL40.GL_FRAMEBUFFER, this.framebufferPointer);
texture.bind(openGLState); //texture must be bound at least once so that the object is created prior to attaching to framebuffer
GL40.glFramebufferTexture2D(GL40.GL_FRAMEBUFFER, GL40.GL_COLOR_ATTACHMENT0 + attachmentNum, GL40.GL_TEXTURE_2D, texture.getTexturePointer(), 0); GL40.glFramebufferTexture2D(GL40.GL_FRAMEBUFFER, GL40.GL_COLOR_ATTACHMENT0 + attachmentNum, GL40.GL_TEXTURE_2D, texture.getTexturePointer(), 0);
Globals.renderingEngine.checkError(); Globals.renderingEngine.checkError();
openGLState.glBindFramebuffer(GL40.GL_FRAMEBUFFER, 0); openGLState.glBindFramebuffer(GL40.GL_FRAMEBUFFER, 0);
@ -224,6 +225,7 @@ public class Framebuffer {
public void setDepthAttachment(OpenGLState openGLState, Texture depthTexture){ public void setDepthAttachment(OpenGLState openGLState, Texture depthTexture){
openGLState.glBindFramebuffer(GL40.GL_FRAMEBUFFER, this.framebufferPointer); openGLState.glBindFramebuffer(GL40.GL_FRAMEBUFFER, this.framebufferPointer);
this.depthTexture = depthTexture; this.depthTexture = depthTexture;
depthTexture.bind(openGLState); //texture must be bound at least once so that the object is created prior to attaching to framebuffer
GL40.glFramebufferTexture2D(GL40.GL_FRAMEBUFFER, GL40.GL_DEPTH_ATTACHMENT, GL40.GL_TEXTURE_2D, depthTexture.getTexturePointer(), 0); GL40.glFramebufferTexture2D(GL40.GL_FRAMEBUFFER, GL40.GL_DEPTH_ATTACHMENT, GL40.GL_TEXTURE_2D, depthTexture.getTexturePointer(), 0);
Globals.renderingEngine.checkError(); Globals.renderingEngine.checkError();
openGLState.glBindFramebuffer(GL40.GL_FRAMEBUFFER, 0); openGLState.glBindFramebuffer(GL40.GL_FRAMEBUFFER, 0);