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-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp19
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp8
2 files changed, 19 insertions, 8 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 50cb39b13f..35694f000c 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -2931,14 +2931,16 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
#elif IPHONE_ENABLED
+
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
glResolveMultisampleFramebufferAPPLE();
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-#else
- // In GLES2 Blit is not available, so just copy color texture manually
+#elif ANDROID_ENABLED
+
+ // In GLES2 AndroidBlit is not available, so just copy color texture manually
_copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
#endif
}
@@ -2972,8 +2974,17 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-#else
- // In GLES2 Blit is not available, so just copy color texture manually
+#elif IPHONE_ENABLED
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glResolveMultisampleFramebufferAPPLE();
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#elif ANDROID_ENABLED
+
+ // In GLES2 Android Blit is not available, so just copy color texture manually
_copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
#endif
}
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index c610f31bc1..7b5f193b2b 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -91,7 +91,7 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
//void *glRenderbufferStorageMultisampleAPPLE;
//void *glResolveMultisampleFramebufferAPPLE;
#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE
-#else
+#elif ANDROID_ENABLED
#include <GLES2/gl2ext.h>
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT;
@@ -4719,7 +4719,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
-#else
+#elif ANDROID_ENABLED
// Render to a texture in android
glGenTextures(1, &rt->multisample_color);
glBindTexture(GL_TEXTURE_2D, rt->multisample_color);
@@ -5602,11 +5602,11 @@ void RasterizerStorageGLES2::initialize() {
//Manually load extensions for android and ios
#ifdef IPHONE_ENABLED
-
+ // appears that IPhone doesn't need to dlopen TODO: test this rigorously before removing
//void *gles2_lib = dlopen(NULL, RTLD_LAZY);
//glRenderbufferStorageMultisampleAPPLE = dlsym(gles2_lib, "glRenderbufferStorageMultisampleAPPLE");
//glResolveMultisampleFramebufferAPPLE = dlsym(gles2_lib, "glResolveMultisampleFramebufferAPPLE");
-#else
+#elif ANDROID_ENABLED
void *gles2_lib = dlopen("libGLESv2.so", RTLD_LAZY);
glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glRenderbufferStorageMultisampleEXT");