diff options
author | Bastiaan Olij <mux213@gmail.com> | 2019-11-08 22:47:36 +1100 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2019-11-08 22:47:36 +1100 |
commit | f7cba26a52f54ab9ad5a617cc1283d6022f9689f (patch) | |
tree | 1f9b2f2aaad228639b609e2c6bf6e7323501f624 | |
parent | 621dc7022f9b9e09790481d8915858fa4d007ba4 (diff) |
Revert "fix #33188 MSAA depth buffer not used for external texture"
This reverts commit 418b035ddaaf9b40892ba88632c3aa6f3bf128b5.
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 26 |
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 |