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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp21
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp16
2 files changed, 23 insertions, 14 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 31f42493a3..d634f8ea76 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -3118,7 +3118,7 @@ void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalida
GLenum attachments[2] = {
GL_COLOR_ATTACHMENT0,
- GL_DEPTH_STENCIL_ATTACHMENT
+ GL_DEPTH_ATTACHMENT
};
glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments);
@@ -4163,7 +4163,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glColorMask(0, 0, 0, 0);
glClearDepth(1.0f);
- glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ glClear(GL_DEPTH_BUFFER_BIT);
render_list.clear();
_fill_render_list(p_cull_result, p_cull_count, true, false);
@@ -4288,7 +4288,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
}
if (!fb_cleared) {
- glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0);
+ glClearBufferfi(GL_DEPTH, 0, 1.0, 0);
}
Color clear_color(0, 0, 0, 0);
@@ -5167,12 +5167,15 @@ void RasterizerSceneGLES3::initialize() {
glGenTextures(1, &e.color);
glBindTexture(GL_TEXTURE_2D, e.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, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL);
-#else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL);
-#endif
+
+ if (storage->config.framebuffer_float_supported) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL);
+ } else if (storage->config.framebuffer_half_float_supported) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_HALF_FLOAT, NULL);
+ } else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_UNSIGNED_INT_2_10_10_10_REV, NULL);
+ }
+
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index e4468c5144..ce34de1dd8 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -101,6 +101,10 @@
#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
+#ifndef GLES_OVER_GL
+#define glClearDepth glClearDepthf
+#endif
+
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
@@ -6836,8 +6840,9 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glGenTextures(1, &rt->depth);
glBindTexture(GL_TEXTURE_2D, rt->depth);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, rt->width, rt->height, 0,
- GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->width, rt->height, 0,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -6904,9 +6909,9 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glGenRenderbuffers(1, &rt->buffers.depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth);
if (msaa == 0)
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, rt->width, rt->height);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, rt->width, rt->height);
else
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH24_STENCIL8, rt->width, rt->height);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH_COMPONENT24, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->buffers.depth);
@@ -7146,7 +7151,8 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glViewport(0, 0, rt->effects.mip_maps[i].sizes[j].width, rt->effects.mip_maps[i].sizes[j].height);
glClearBufferfv(GL_COLOR, 0, zero);
if (used_depth) {
- glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0);
+ glClearDepth(1.0);
+ glClear(GL_DEPTH_BUFFER_BIT);
}
}