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path: root/drivers/gles2/rasterizer_storage_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_storage_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp409
1 files changed, 352 insertions, 57 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index c8650462aa..11ab8438df 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -44,8 +44,31 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
+#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
+#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
+#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
+#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
+#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
+#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
+#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
+#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
#define _EXT_ETC1_RGB8_OES 0x8D64
+#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
+#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
+#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
+#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
+
+#define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
+#define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
+#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
+#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
+
+#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
+#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
+#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
+#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
+
#ifdef GLES_OVER_GL
#define _GL_HALF_FLOAT_OES 0x140B
#else
@@ -231,41 +254,130 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_RGTC_R: {
- need_decompress = true;
+ if (config.rgtc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_RGTC_RG: {
- need_decompress = true;
+ if (config.rgtc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+ } else {
+
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_BPTC_RGBA: {
- need_decompress = true;
+ if (config.bptc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_BPTC_UNORM;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_BPTC_RGBF: {
- need_decompress = true;
+ if (config.bptc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_FLOAT;
+ r_compressed = true;
+ } else {
+
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_BPTC_RGBFU: {
+ if (config.bptc_supported) {
- need_decompress = true;
+ r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_FLOAT;
+ r_compressed = true;
+ } else {
+
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_PVRTC2: {
- need_decompress = true;
+ if (config.pvrtc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_PVRTC2A: {
- need_decompress = true;
+ if (config.pvrtc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+
+ need_decompress = true;
+ }
+
} break;
case Image::FORMAT_PVRTC4: {
- need_decompress = true;
+ if (config.pvrtc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+
+ need_decompress = true;
+ }
+
} break;
case Image::FORMAT_PVRTC4A: {
- need_decompress = true;
+ if (config.pvrtc_supported) {
+
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+
+ } else {
+
+ need_decompress = true;
+ }
+
} break;
case Image::FORMAT_ETC: {
@@ -317,7 +429,6 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
if (!image.is_null()) {
image = image->duplicate();
- print_line("decompressing...");
image->decompress();
ERR_FAIL_COND_V(image->is_compressed(), image);
switch (image->get_format()) {
@@ -1223,8 +1334,6 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
switch (p_shader->mode) {
- // TODO
-
case VS::SHADER_CANVAS_ITEM: {
p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
@@ -1308,7 +1417,11 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
actions->uniforms = &p_shader->uniforms;
if (p_shader->spatial.uses_screen_texture && p_shader->spatial.uses_depth_texture) {
- WARN_PRINT("Using both SCREEN_TEXTURE and DEPTH_TEXTURE is not supported in GLES2");
+ ERR_PRINT_ONCE("Using both SCREEN_TEXTURE and DEPTH_TEXTURE is not supported in GLES2");
+ }
+
+ if (p_shader->spatial.uses_depth_texture && !config.support_depth_texture) {
+ ERR_PRINT_ONCE("Using DEPTH_TEXTURE is not permitted on this hardware, operation will fail.");
}
} break;
@@ -2254,14 +2367,19 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
surface->aabb = p_aabb;
surface->max_bone = p_bone_aabbs.size();
-
+#ifdef TOOLS_ENABLED
+ surface->blend_shape_data = p_blend_shapes;
+ if (surface->blend_shape_data.size()) {
+ ERR_PRINT_ONCE("Blend shapes are not supported in OpenGL ES 2.0");
+ }
surface->data = array;
surface->index_data = p_index_array;
+#endif
surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size;
for (int i = 0; i < surface->skeleton_bone_used.size(); i++) {
- surface->skeleton_bone_used.write[i] = surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0;
+ surface->skeleton_bone_used.write[i] = !(surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0);
}
for (int i = 0; i < VS::ARRAY_MAX; i++) {
@@ -2326,12 +2444,12 @@ void RasterizerStorageGLES2::mesh_set_blend_shape_count(RID p_mesh, int p_amount
ERR_FAIL_COND(p_amount < 0);
mesh->blend_shape_count = p_amount;
+ mesh->instance_change_notify(true, false);
}
int RasterizerStorageGLES2::mesh_get_blend_shape_count(RID p_mesh) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
-
return mesh->blend_shape_count;
}
@@ -2417,7 +2535,9 @@ PoolVector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_array(RID p_mesh, i
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>());
Surface *surface = mesh->surfaces[p_surface];
-
+#ifndef TOOLS_ENABLED
+ ERR_PRINT("OpenGL ES 2.0 does not allow retrieving mesh array data");
+#endif
return surface->data;
}
@@ -2457,7 +2577,14 @@ AABB RasterizerStorageGLES2::mesh_surface_get_aabb(RID p_mesh, int p_surface) co
}
Vector<PoolVector<uint8_t> > RasterizerStorageGLES2::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const {
- return Vector<PoolVector<uint8_t> >();
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, Vector<PoolVector<uint8_t> >());
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<PoolVector<uint8_t> >());
+#ifndef TOOLS_ENABLED
+ ERR_PRINT("OpenGL ES 2.0 does not allow retrieving mesh array data");
+#endif
+
+ return mesh->surfaces[p_surface]->blend_shape_data;
}
Vector<AABB> RasterizerStorageGLES2::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
@@ -2476,7 +2603,7 @@ void RasterizerStorageGLES2::mesh_remove_surface(RID p_mesh, int p_surface) {
Surface *surface = mesh->surfaces[p_surface];
if (surface->material.is_valid()) {
- // TODO _material_remove_geometry(surface->material, mesh->surfaces[p_surface]);
+ _material_remove_geometry(surface->material, mesh->surfaces[p_surface]);
}
glDeleteBuffers(1, &surface->vertex_id);
@@ -2524,16 +2651,110 @@ AABB RasterizerStorageGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
if (mesh->custom_aabb != AABB())
return mesh->custom_aabb;
- // TODO handle skeletons
+ Skeleton *sk = NULL;
+ if (p_skeleton.is_valid()) {
+ sk = skeleton_owner.get(p_skeleton);
+ }
AABB aabb;
- if (mesh->surfaces.size() >= 1) {
- aabb = mesh->surfaces[0]->aabb;
- }
+ if (sk && sk->size != 0) {
- for (int i = 0; i < mesh->surfaces.size(); i++) {
- aabb.merge_with(mesh->surfaces[i]->aabb);
+ for (int i = 0; i < mesh->surfaces.size(); i++) {
+
+ AABB laabb;
+ if ((mesh->surfaces[i]->format & VS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
+
+ int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
+ const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
+ const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();
+
+ int sbs = sk->size;
+ ERR_CONTINUE(bs > sbs);
+ const float *texture = sk->bone_data.ptr();
+
+ bool first = true;
+ if (sk->use_2d) {
+ for (int j = 0; j < bs; j++) {
+
+ if (!skused[j])
+ continue;
+
+ int base_ofs = j * 2 * 4;
+
+ Transform mtx;
+
+ mtx.basis[0].x = texture[base_ofs + 0];
+ mtx.basis[0].y = texture[base_ofs + 1];
+ mtx.origin.x = texture[base_ofs + 3];
+ base_ofs += 4;
+ mtx.basis[1].x = texture[base_ofs + 0];
+ mtx.basis[1].y = texture[base_ofs + 1];
+ mtx.origin.y = texture[base_ofs + 3];
+
+ AABB baabb = mtx.xform(skbones[j]);
+
+ if (first) {
+ laabb = baabb;
+ first = false;
+ } else {
+ laabb.merge_with(baabb);
+ }
+ }
+ } else {
+ for (int j = 0; j < bs; j++) {
+
+ if (!skused[j])
+ continue;
+
+ int base_ofs = j * 3 * 4;
+
+ Transform mtx;
+
+ mtx.basis[0].x = texture[base_ofs + 0];
+ mtx.basis[0].y = texture[base_ofs + 1];
+ mtx.basis[0].z = texture[base_ofs + 2];
+ mtx.origin.x = texture[base_ofs + 3];
+ base_ofs += 4;
+ mtx.basis[1].x = texture[base_ofs + 0];
+ mtx.basis[1].y = texture[base_ofs + 1];
+ mtx.basis[1].z = texture[base_ofs + 2];
+ mtx.origin.y = texture[base_ofs + 3];
+ base_ofs += 4;
+ mtx.basis[2].x = texture[base_ofs + 0];
+ mtx.basis[2].y = texture[base_ofs + 1];
+ mtx.basis[2].z = texture[base_ofs + 2];
+ mtx.origin.z = texture[base_ofs + 3];
+
+ AABB baabb = mtx.xform(skbones[j]);
+ if (first) {
+ laabb = baabb;
+ first = false;
+ } else {
+ laabb.merge_with(baabb);
+ }
+ }
+ }
+
+ } else {
+
+ laabb = mesh->surfaces[i]->aabb;
+ }
+
+ if (i == 0)
+ aabb = laabb;
+ else
+ aabb.merge_with(laabb);
+ }
+ } else {
+
+ for (int i = 0; i < mesh->surfaces.size(); i++) {
+
+ if (i == 0)
+ aabb = mesh->surfaces[i]->aabb;
+ else
+ aabb.merge_with(mesh->surfaces[i]->aabb);
+ }
}
return aabb;
@@ -3227,7 +3448,6 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool
skeleton->size = p_bones;
skeleton->use_2d = p_2d_skeleton;
- // TODO use float texture for vertex shader
if (config.float_texture_supported) {
glGenTextures(1, &skeleton->tex_id);
@@ -3378,6 +3598,23 @@ void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, cons
skeleton->base_transform_2d = p_base_transform;
}
+void RasterizerStorageGLES2::skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+ ERR_FAIL_COND(skeleton->use_2d);
+
+ skeleton->world_transform = p_world_transform;
+ skeleton->use_world_transform = p_enable;
+ if (p_enable) {
+ skeleton->world_transform_inverse = skeleton->world_transform.affine_inverse();
+ }
+
+ if (!skeleton->update_list.in_list()) {
+ skeleton_update_list.add(&skeleton->update_list);
+ }
+}
+
void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) {
glBindBuffer(GL_ARRAY_BUFFER, resources.skeleton_transform_buffer);
@@ -4306,24 +4543,36 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
// depth
- glGenTextures(1, &rt->depth);
- glBindTexture(GL_TEXTURE_2D, rt->depth);
+ if (config.support_depth_texture) {
+ glGenTextures(1, &rt->depth);
+ glBindTexture(GL_TEXTURE_2D, rt->depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
- glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, 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);
- 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, rt->depth, 0);
+ } else {
+ glGenRenderbuffers(1, &rt->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
+
+ glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, rt->width, rt->height);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
+ }
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
glDeleteFramebuffers(1, &rt->fbo);
- glDeleteTextures(1, &rt->depth);
+ if (config.support_depth_texture) {
+ glDeleteTextures(1, &rt->depth);
+ } else {
+ glDeleteRenderbuffers(1, &rt->depth);
+ }
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
rt->width = 0;
@@ -4395,7 +4644,12 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
}
if (rt->depth) {
- glDeleteTextures(1, &rt->depth);
+ if (config.support_depth_texture) {
+ glDeleteTextures(1, &rt->depth);
+ } else {
+ glDeleteRenderbuffers(1, &rt->depth);
+ }
+
rt->depth = 0;
}
@@ -4533,17 +4787,10 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
glGenFramebuffers(1, &cls->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
- glGenTextures(1, &cls->depth);
- glBindTexture(GL_TEXTURE_2D, cls->depth);
-
- glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, cls->size, cls->height, 0, GL_DEPTH_COMPONENT, config.depth_type, 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, cls->depth, 0);
+ glGenRenderbuffers(1, &cls->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
+ glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, cls->size, cls->height);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
glGenTextures(1, &cls->distance);
glBindTexture(GL_TEXTURE_2D, cls->distance);
@@ -4908,7 +5155,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) {
CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
glDeleteFramebuffers(1, &cls->fbo);
- glDeleteTextures(1, &cls->depth);
+ glDeleteRenderbuffers(1, &cls->depth);
glDeleteTextures(1, &cls->distance);
canvas_light_shadow_owner.free(p_rid);
memdelete(cls);
@@ -4986,21 +5233,17 @@ void RasterizerStorageGLES2::initialize() {
config.pvrtc_supported = config.extensions.has("IMG_texture_compression_pvrtc");
config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
- if (config.extensions.has("GL_OES_depth24")) {
- config.depth_internalformat = _DEPTH_COMPONENT24_OES;
- config.depth_type = GL_UNSIGNED_INT;
- } else {
- config.depth_internalformat = GL_DEPTH_COMPONENT16;
- config.depth_type = GL_UNSIGNED_SHORT;
- }
-
#endif
#ifdef GLES_OVER_GL
config.use_rgba_2d_shadows = false;
+ config.support_depth_texture = true;
config.use_rgba_3d_shadows = false;
+ config.support_depth_cubemaps = true;
#else
config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg"));
- config.use_rgba_3d_shadows = config.extensions.has("GL_OES_depth_texture");
+ config.support_depth_texture = config.extensions.has("GL_OES_depth_texture");
+ config.use_rgba_3d_shadows = !config.support_depth_texture;
+ config.support_depth_cubemaps = config.extensions.has("GL_OES_depth_texture_cube_map");
#endif
#ifdef GLES_OVER_GL
@@ -5024,6 +5267,58 @@ void RasterizerStorageGLES2::initialize() {
config.support_half_float_vertices = true;
#endif
+ config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc") || config.extensions.has("GL_ARB_texture_compression_rgtc") || config.extensions.has("EXT_texture_compression_rgtc");
+ config.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc");
+
+ //determine formats for depth textures (or renderbuffers)
+ if (config.support_depth_texture) {
+ // Will use texture for depth
+ // have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT,
+ // as there is no extension to test for this.
+ GLuint fbo;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ GLuint depth;
+ glGenTextures(1, &depth);
+ glBindTexture(GL_TEXTURE_2D, depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 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);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status == GL_FRAMEBUFFER_COMPLETE) {
+ config.depth_internalformat = GL_DEPTH_COMPONENT;
+ config.depth_type = GL_UNSIGNED_INT;
+ } else {
+ 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);
+
+ } else {
+ // Will use renderbuffer for depth
+ if (config.extensions.has("GL_OES_depth24")) {
+ config.depth_internalformat = _DEPTH_COMPONENT24_OES;
+ config.depth_type = GL_UNSIGNED_INT;
+ } else {
+ config.depth_internalformat = GL_DEPTH_COMPONENT16;
+ config.depth_type = GL_UNSIGNED_SHORT;
+ }
+ }
+
+ //picky requirements for these
+ config.support_shadow_cubemaps = config.support_depth_texture && config.support_write_depth && config.support_depth_cubemaps;
+
frame.count = 0;
frame.delta = 0;
frame.current_rt = NULL;