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
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@ -5156,6 +5156,17 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
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// is there a point to setting the internal formats? we don't know them..
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// is there a point to setting the internal formats? we don't know them..
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// check if MSAA is active to set the correct depth buffer and target texture for android
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if (rt->multisample_active) {
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#if defined(GLES_OVER_GL) || defined(IPHONE_ENABLED)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, p_texture_id);
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#elif ANDROID_ENABLED
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static const int msaa_value[] = { 0, 2, 4, 8, 16 };
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int msaa = msaa_value[rt->msaa];
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glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0, msaa);
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#endif
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
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} else {
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// set our texture as the destination for our framebuffer
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// set our texture as the destination for our framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
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@ -5165,6 +5176,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
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} else {
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} else {
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
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}
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}
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}
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// check status and unbind
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// check status and unbind
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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