From 418b035ddaaf9b40892ba88632c3aa6f3bf128b5 Mon Sep 17 00:00:00 2001 From: Holger Dammertz Date: Sun, 3 Nov 2019 17:50:46 +0100 Subject: fix #33188 MSAA depth buffer not used for external texture When rendering to an external texture and MSAA was active (as happened in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct depth buffer and multisample texture target was not used. This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54 --- drivers/gles2/rasterizer_storage_gles2.cpp | 26 +++++++++++++++++++------- 1 file changed, 19 insertions(+), 7 deletions(-) (limited to 'drivers/gles2') diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 9d9bceb243..b101a091fe 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -5156,14 +5156,26 @@ 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.. - // 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); + // 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 { - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); + // 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 -- cgit v1.2.3