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authorBastiaan Olij <mux213@gmail.com>2019-11-08 22:47:36 +1100
committerBastiaan Olij <mux213@gmail.com>2019-11-08 22:47:36 +1100
commitf7cba26a52f54ab9ad5a617cc1283d6022f9689f (patch)
tree1f9b2f2aaad228639b609e2c6bf6e7323501f624
parent621dc7022f9b9e09790481d8915858fa4d007ba4 (diff)
Revert "fix #33188 MSAA depth buffer not used for external texture"
This reverts commit 418b035ddaaf9b40892ba88632c3aa6f3bf128b5.
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp26
1 files changed, 7 insertions, 19 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index b101a091fe..9d9bceb243 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -5156,26 +5156,14 @@ 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..
- // 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 {
- // set our texture as the destination for our framebuffer
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
+ // 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);
- }
+ // 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