diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 25 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 8 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 15 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 2 |
4 files changed, 38 insertions, 12 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 50cb39b13f..0231bb5837 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -2261,7 +2261,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, bool rebind_reflection = false; bool rebind_lightmap = false; - if (!p_shadow) { + if (!p_shadow && material->shader) { bool unshaded = material->shader->spatial.unshaded; @@ -2281,7 +2281,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, bool depth_prepass = false; - if (!p_alpha_pass && material->shader && material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { + if (!p_alpha_pass && material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { depth_prepass = true; } @@ -2919,7 +2919,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (storage->frame.current_rt && state.used_screen_texture) { //copy screen texture - if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) { + if (storage->frame.current_rt->multisample_active) { // Resolve framebuffer to front buffer before copying #ifdef GLES_OVER_GL @@ -2931,14 +2931,16 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); #elif IPHONE_ENABLED + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); glResolveMultisampleFramebufferAPPLE(); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); -#else - // In GLES2 Blit is not available, so just copy color texture manually +#elif ANDROID_ENABLED + + // In GLES2 AndroidBlit is not available, so just copy color texture manually _copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color); #endif } @@ -2972,8 +2974,17 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); -#else - // In GLES2 Blit is not available, so just copy color texture manually +#elif IPHONE_ENABLED + + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); + glResolveMultisampleFramebufferAPPLE(); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); +#elif ANDROID_ENABLED + + // In GLES2 Android Blit is not available, so just copy color texture manually _copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color); #endif } diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index c610f31bc1..7b5f193b2b 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -91,7 +91,7 @@ GLuint RasterizerStorageGLES2::system_fbo = 0; //void *glRenderbufferStorageMultisampleAPPLE; //void *glResolveMultisampleFramebufferAPPLE; #define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE -#else +#elif ANDROID_ENABLED #include <GLES2/gl2ext.h> PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT; @@ -4719,7 +4719,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color); -#else +#elif ANDROID_ENABLED // Render to a texture in android glGenTextures(1, &rt->multisample_color); glBindTexture(GL_TEXTURE_2D, rt->multisample_color); @@ -5602,11 +5602,11 @@ void RasterizerStorageGLES2::initialize() { //Manually load extensions for android and ios #ifdef IPHONE_ENABLED - + // appears that IPhone doesn't need to dlopen TODO: test this rigorously before removing //void *gles2_lib = dlopen(NULL, RTLD_LAZY); //glRenderbufferStorageMultisampleAPPLE = dlsym(gles2_lib, "glRenderbufferStorageMultisampleAPPLE"); //glResolveMultisampleFramebufferAPPLE = dlsym(gles2_lib, "glResolveMultisampleFramebufferAPPLE"); -#else +#elif ANDROID_ENABLED void *gles2_lib = dlopen("libGLESv2.so", RTLD_LAZY); glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glRenderbufferStorageMultisampleEXT"); diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 9778d39a21..b48b93944c 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -361,6 +361,21 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener fragment_global += final_code; } + // constants + + for (Map<StringName, SL::ShaderNode::Constant>::Element *E = snode->constants.front(); E; E = E->next()) { + String gcode; + gcode += "const "; + gcode += _prestr(E->get().precision); + gcode += _typestr(E->get().type); + gcode += " " + _mkid(E->key()); + gcode += "="; + gcode += _dump_node_code(E->get().initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + gcode += ";\n"; + vertex_global += gcode; + fragment_global += gcode; + } + // functions Map<StringName, String> function_code; diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index ebea40e10e..2456a83d35 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -1,4 +1,4 @@ -/*************************************************************************/ +/*************************************************************************/ /* shader_gles2.h */ /*************************************************************************/ /* This file is part of: */ |