diff options
author | clayjohn <claynjohn@gmail.com> | 2019-08-09 23:12:58 -0700 |
---|---|---|
committer | clayjohn <claynjohn@gmail.com> | 2019-08-10 09:56:42 -0700 |
commit | 049dd309febe4a03ce31e35a7305f7446874e956 (patch) | |
tree | 1fcda8ee611f95e90a2e269e57f508119a5304a0 | |
parent | 3c7327da332c6bf56f8c2a8e601a13fa718ede05 (diff) |
check for unsigned_short support for gles2 depth buffer allocation
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 40 |
1 files changed, 34 insertions, 6 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index a0188da4f6..a30af87516 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -5691,21 +5691,49 @@ void RasterizerStorageGLES2::initialize() { GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); + glDeleteFramebuffers(1, &fbo); + glBindTexture(GL_TEXTURE_2D, 0); + glDeleteTextures(1, &depth); + if (status == GL_FRAMEBUFFER_COMPLETE) { config.depth_internalformat = GL_DEPTH_COMPONENT; config.depth_type = GL_UNSIGNED_INT; } else { + // If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT + // This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT + config.depth_internalformat = GL_DEPTH_COMPONENT16; config.depth_type = GL_UNSIGNED_SHORT; - } - glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); - glDeleteFramebuffers(1, &fbo); - glBindTexture(GL_TEXTURE_2D, 0); - glDeleteTextures(1, &depth); + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glGenTextures(1, &depth); + glBindTexture(GL_TEXTURE_2D, depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 32, 32, 0, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + //if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth + config.support_depth_texture = false; + config.use_rgba_3d_shadows = true; + } + + glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); + glDeleteFramebuffers(1, &fbo); + glBindTexture(GL_TEXTURE_2D, 0); + glDeleteTextures(1, &depth); + } } else { - // Will use renderbuffer for depth + // Will use renderbuffer for depth, on mobile check for 24 bit depth support if (config.extensions.has("GL_OES_depth24")) { config.depth_internalformat = _DEPTH_COMPONENT24_OES; config.depth_type = GL_UNSIGNED_INT; |