diff options
author | Thomas Herzog <thomas.herzog@mail.com> | 2018-08-24 12:14:20 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2018-08-24 12:14:20 +0200 |
commit | 56bab6509c152e015f2c700a4e3db529d816e619 (patch) | |
tree | 5b82f418588b58457511586189034077db0c120f | |
parent | d53bb09fea28577d47da267b963f77af4b3e95e7 (diff) | |
parent | a7bedaf935c979b4c369ce05e1ff2ac164cf8440 (diff) |
Merge pull request #21318 from karroffel/gles2-shader-fixes
[GLES2] attempt to fix some android problems
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 6 | ||||
-rw-r--r-- | drivers/gles2/shaders/cubemap_filter.glsl | 7 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 7 |
3 files changed, 15 insertions, 5 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 4078302027..e21998d55e 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -107,7 +107,7 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) { glActiveTexture(GL_TEXTURE0); glGenTextures(1, &shadow_atlas->depth); glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -2426,7 +2426,7 @@ void RasterizerSceneGLES2::initialize() { glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap); for (int i = 0; i < 6; i++) { - glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT16, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); + glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); @@ -2460,7 +2460,7 @@ void RasterizerSceneGLES2::initialize() { glGenTextures(1, &directional_shadow.depth); glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl index 62ecd9471b..35f0a16325 100644 --- a/drivers/gles2/shaders/cubemap_filter.glsl +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -21,7 +21,12 @@ void main() { [fragment] -#extension GL_ARB_shader_texture_lod : require +#extension GL_ARB_shader_texture_lod : enable + +#ifndef GL_ARB_shader_texture_lod +#define texture2DLod(img, coord, lod) texture2D(img, coord) +#define textureCubeLod(img, coord, lod) textureCube(img, coord) +#endif #ifdef USE_GLES_OVER_GL #define mediump diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index b945e696b1..2c9d4f01a3 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -262,7 +262,12 @@ VERTEX_SHADER_CODE } [fragment] -#extension GL_ARB_shader_texture_lod : require +#extension GL_ARB_shader_texture_lod : enable + +#ifndef GL_ARB_shader_texture_lod +#define texture2DLod(img, coord, lod) texture2D(img, coord) +#define textureCubeLod(img, coord, lod) textureCube(img, coord) +#endif #ifdef USE_GLES_OVER_GL #define mediump |