diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 21 |
1 files changed, 12 insertions, 9 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 31f42493a3..d634f8ea76 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -3118,7 +3118,7 @@ void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalida GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, - GL_DEPTH_STENCIL_ATTACHMENT + GL_DEPTH_ATTACHMENT }; glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments); @@ -4163,7 +4163,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glColorMask(0, 0, 0, 0); glClearDepth(1.0f); - glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT); render_list.clear(); _fill_render_list(p_cull_result, p_cull_count, true, false); @@ -4288,7 +4288,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } if (!fb_cleared) { - glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0); + glClearBufferfi(GL_DEPTH, 0, 1.0, 0); } Color clear_color(0, 0, 0, 0); @@ -5167,12 +5167,15 @@ void RasterizerSceneGLES3::initialize() { glGenTextures(1, &e.color); glBindTexture(GL_TEXTURE_2D, e.color); -#ifdef IPHONE_ENABLED - ///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures... - glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); -#else - glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); -#endif + + if (storage->config.framebuffer_float_supported) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); + } else if (storage->config.framebuffer_half_float_supported) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_HALF_FLOAT, NULL); + } else { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_UNSIGNED_INT_2_10_10_10_REV, NULL); + } + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |