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-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp51
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h5
2 files changed, 46 insertions, 10 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 9d9bceb243..82cb1ef90b 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -4694,7 +4694,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
/* For MSAA */
#ifndef JAVASCRIPT_ENABLED
- if (rt->msaa != VS::VIEWPORT_MSAA_DISABLED && config.multisample_supported) {
+ if (rt->msaa >= VS::VIEWPORT_MSAA_2X && rt->msaa <= VS::VIEWPORT_MSAA_16X && config.multisample_supported) {
rt->multisample_active = true;
@@ -5090,6 +5090,11 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
// free this
glDeleteFramebuffers(1, &rt->external.fbo);
+ // and this
+ if (rt->external.depth != 0) {
+ glDeleteRenderbuffers(1, &rt->external.depth);
+ }
+
// clean up our texture
Texture *t = texture_owner.get(rt->external.texture);
t->alloc_height = 0;
@@ -5102,6 +5107,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
rt->external.fbo = 0;
rt->external.color = 0;
+ rt->external.depth = 0;
}
} else {
Texture *t;
@@ -5136,6 +5142,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
t->render_target = rt;
rt->external.texture = texture_owner.make_rid(t);
+
} else {
// bind our frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
@@ -5154,16 +5161,42 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
t->alloc_height = rt->width;
t->alloc_width = rt->height;
- // is there a point to setting the internal formats? we don't know them..
+ // Switch our texture on our frame buffer
+#if ANDROID_ENABLED
+ if (rt->msaa >= VS::VIEWPORT_MSAA_EXT_2X && rt->msaa <= VS::VIEWPORT_MSAA_EXT_4X) {
+ // This code only applies to the Oculus Go and Oculus Quest. Due to the the tiled nature
+ // of the GPU we can do a single render pass by rendering directly into our texture chains
+ // texture and apply MSAA as we render.
+
+ // On any other hardware these two modes are ignored and we do not have any MSAA,
+ // the normal MSAA modes need to be used to enable our two pass approach
+
+ static const int msaa_value[] = { 2, 4 };
+ int msaa = msaa_value[rt->msaa - VS::VIEWPORT_MSAA_EXT_2X];
+
+ if (rt->external.depth == 0) {
+ // create a multisample depth buffer, we're not reusing Godots because Godot's didn't get created..
+ glGenRenderbuffers(1, &rt->external.depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->external.depth);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_internalformat, rt->width, rt->height);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->external.depth);
+ }
- // set our texture as the destination for our framebuffer
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
+ // and set our external texture as the texture...
+ glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0, msaa);
- // 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);
+ } else
+#endif
+ {
+ // 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);
+ }
}
// check status and unbind
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index 27f06074ed..6de530d8c3 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -1182,10 +1182,13 @@ public:
struct External {
GLuint fbo;
GLuint color;
+ GLuint depth;
RID texture;
External() :
- fbo(0) {
+ fbo(0),
+ color(0),
+ depth(0) {
}
} external;