summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp4
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp10
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);