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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-11-08 09:53:22 +0100
committerGitHub <noreply@github.com>2019-11-08 09:53:22 +0100
commita3ac7a94f05082327e91e14f4772b9a94e969ee4 (patch)
treeba5181494f8cb9530efcb519e1b8021a93df04f0
parent665ee70edb3ab4f7964bb5f324ea92a1e91076c3 (diff)
parent418b035ddaaf9b40892ba88632c3aa6f3bf128b5 (diff)
Merge pull request #33291 from NeoSpark314/fix_#33188
fix #33188 MSAA depth buffer not used for external texture
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp26
1 files changed, 19 insertions, 7 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 9d9bceb243..b101a091fe 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -5156,14 +5156,26 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
// is there a point to setting the internal formats? we don't know them..
- // set our texture as the destination for our framebuffer
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
-
- // seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
- if (config.support_depth_texture) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
+ // check if MSAA is active to set the correct depth buffer and target texture for android
+ if (rt->multisample_active) {
+#if defined(GLES_OVER_GL) || defined(IPHONE_ENABLED)
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, p_texture_id);
+#elif ANDROID_ENABLED
+ static const int msaa_value[] = { 0, 2, 4, 8, 16 };
+ int msaa = msaa_value[rt->msaa];
+ glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0, msaa);
+#endif
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
} else {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
+ // set our texture as the destination for our framebuffer
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
+
+ // seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
+ if (config.support_depth_texture) {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
+ } else {
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
+ }
}
// check status and unbind