diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 1 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 40 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 8 |
3 files changed, 43 insertions, 6 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index 8a177e32b0..4716b29e03 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -1650,6 +1650,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons //always re-set uniforms, since light parameters changed _set_uniforms(); + state.canvas_shader.use_material((void *)material_ptr); glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index a0188da4f6..a30af87516 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -5691,21 +5691,49 @@ void RasterizerStorageGLES2::initialize() { GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); + glDeleteFramebuffers(1, &fbo); + glBindTexture(GL_TEXTURE_2D, 0); + glDeleteTextures(1, &depth); + if (status == GL_FRAMEBUFFER_COMPLETE) { config.depth_internalformat = GL_DEPTH_COMPONENT; config.depth_type = GL_UNSIGNED_INT; } else { + // If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT + // This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT + 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); + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glGenTextures(1, &depth); + glBindTexture(GL_TEXTURE_2D, depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 32, 32, 0, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, 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); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + //if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth + config.support_depth_texture = false; + config.use_rgba_3d_shadows = true; + } + + glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); + glDeleteFramebuffers(1, &fbo); + glBindTexture(GL_TEXTURE_2D, 0); + glDeleteTextures(1, &depth); + } } else { - // Will use renderbuffer for depth + // Will use renderbuffer for depth, on mobile check for 24 bit depth support if (config.extensions.has("GL_OES_depth24")) { config.depth_internalformat = _DEPTH_COMPONENT24_OES; config.depth_type = GL_UNSIGNED_INT; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 935cb32fda..9c9a8e9717 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -802,6 +802,14 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener code += "else\n"; code += _dump_node_code(cf_node->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); } + } else if (cf_node->flow_op == SL::FLOW_OP_DO) { + code += _mktab(p_level); + code += "do"; + code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); + code += _mktab(p_level); + code += "while ("; + code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += ");"; } else if (cf_node->flow_op == SL::FLOW_OP_WHILE) { code += _mktab(p_level); code += "while ("; |