From f7cba26a52f54ab9ad5a617cc1283d6022f9689f Mon Sep 17 00:00:00 2001 From: Bastiaan Olij Date: Fri, 8 Nov 2019 22:47:36 +1100 Subject: Revert "fix #33188 MSAA depth buffer not used for external texture" This reverts commit 418b035ddaaf9b40892ba88632c3aa6f3bf128b5. --- drivers/gles2/rasterizer_storage_gles2.cpp | 26 +++++++------------------- 1 file changed, 7 insertions(+), 19 deletions(-) diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index b101a091fe..9d9bceb243 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -5156,26 +5156,14 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar // is there a point to setting the internal formats? we don't know them.. - // check if MSAA is active to set the correct depth buffer and target texture for android - if (rt->multisample_active) { -#if defined(GLES_OVER_GL) || defined(IPHONE_ENABLED) - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, p_texture_id); -#elif ANDROID_ENABLED - static const int msaa_value[] = { 0, 2, 4, 8, 16 }; - int msaa = msaa_value[rt->msaa]; - glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0, msaa); -#endif - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth); - } else { - // set our texture as the destination for our framebuffer - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0); + // 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); - } + // 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 -- cgit v1.2.3