diff options
author | Juan Linietsky <reduzio@gmail.com> | 2019-01-24 17:15:52 -0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-01-24 17:15:52 -0300 |
commit | 42764ed252f6e1688ced41d645898425a6101be8 (patch) | |
tree | 9c33c403b4a278e912d8bb82ff9e1106c3754ff2 /drivers/gles3 | |
parent | 7fa41f17a608c75d164d313331105140b69cf494 (diff) |
Revert "Fix errors on iOS"
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 10 |
2 files changed, 2 insertions, 12 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index b831197759..02dbe096c5 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -3114,7 +3114,7 @@ void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalida GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, - GL_DEPTH_ATTACHMENT + GL_DEPTH_STENCIL_ATTACHMENT }; glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments); @@ -4164,7 +4164,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); //bind depth for read diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 8e6606a95d..8b3f1a1b77 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -7052,12 +7052,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glGenTextures(1, &rt->exposure.color); glBindTexture(GL_TEXTURE_2D, rt->exposure.color); -#ifdef IPHONE_ENABLED - ///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures... - glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 1, 1, 0, GL_RED, GL_FLOAT, NULL); -#else glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL); -#endif glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); @@ -7289,12 +7284,7 @@ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) { if (config.use_rgba_2d_shadows) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } else { -#ifdef IPHONE_ENABLED - ///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures... - glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL); -#else glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL); -#endif } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |