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-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp1
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp40
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp2
3 files changed, 37 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/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index f4faed8736..1a97225e6b 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -200,6 +200,8 @@ void RasterizerCanvasGLES3::canvas_end() {
glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
glColorMask(1, 1, 1, 1);
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+
state.using_texture_rect = false;
state.using_ninepatch = false;
}