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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-08-11 19:14:25 +0200
committerGitHub <noreply@github.com>2019-08-11 19:14:25 +0200
commit82a86e807404b7406ba3e7d035ceb0ff89eb90f1 (patch)
treeb97198e5e42ace053447a6e3e30f7be4b67983d4 /drivers
parent3418f76a9eab9f496e5b26310bd3bc1125b8119b (diff)
parent049dd309febe4a03ce31e35a7305f7446874e956 (diff)
Merge pull request #31259 from clayjohn/gles2-depth-allocation
Check for unsigned_short support for gles2 depth buffer allocation
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp40
1 files changed, 34 insertions, 6 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index a0188da4f6..a30af87516 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -5691,21 +5691,49 @@ void RasterizerStorageGLES2::initialize() {
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
+ glDeleteFramebuffers(1, &fbo);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDeleteTextures(1, &depth);
+
if (status == GL_FRAMEBUFFER_COMPLETE) {
config.depth_internalformat = GL_DEPTH_COMPONENT;
config.depth_type = GL_UNSIGNED_INT;
} else {
+ // If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT
+ // This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT
+
config.depth_internalformat = GL_DEPTH_COMPONENT16;
config.depth_type = GL_UNSIGNED_SHORT;
- }
- glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
- glDeleteFramebuffers(1, &fbo);
- glBindTexture(GL_TEXTURE_2D, 0);
- glDeleteTextures(1, &depth);
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glGenTextures(1, &depth);
+ glBindTexture(GL_TEXTURE_2D, depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 32, 32, 0, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
+
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ //if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth
+ config.support_depth_texture = false;
+ config.use_rgba_3d_shadows = true;
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
+ glDeleteFramebuffers(1, &fbo);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDeleteTextures(1, &depth);
+ }
} else {
- // Will use renderbuffer for depth
+ // Will use renderbuffer for depth, on mobile check for 24 bit depth support
if (config.extensions.has("GL_OES_depth24")) {
config.depth_internalformat = _DEPTH_COMPONENT24_OES;
config.depth_type = GL_UNSIGNED_INT;