summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp26
1 files changed, 7 insertions, 19 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index b101a091fe..9d9bceb243 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -5156,26 +5156,14 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
// is there a point to setting the internal formats? we don't know them..
- // check if MSAA is active to set the correct depth buffer and target texture for android
- if (rt->multisample_active) {
-#if defined(GLES_OVER_GL) || defined(IPHONE_ENABLED)
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, p_texture_id);
-#elif ANDROID_ENABLED
- static const int msaa_value[] = { 0, 2, 4, 8, 16 };
- int msaa = msaa_value[rt->msaa];
- glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0, msaa);
-#endif
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
- } else {
- // set our texture as the destination for our framebuffer
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
+ // set our texture as the destination for our framebuffer
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
- // seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
- if (config.support_depth_texture) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
- } else {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
- }
+ // seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
+ if (config.support_depth_texture) {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
+ } else {
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
}
// check status and unbind