Remove all references to stencil, fixes problems on iOS.
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@ -3118,7 +3118,7 @@ void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalida
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GLenum attachments[2] = {
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GL_COLOR_ATTACHMENT0,
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GL_DEPTH_STENCIL_ATTACHMENT
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GL_DEPTH_ATTACHMENT
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};
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glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments);
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@ -4163,7 +4163,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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glColorMask(0, 0, 0, 0);
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glClearDepth(1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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render_list.clear();
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_fill_render_list(p_cull_result, p_cull_count, true, false);
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@ -4288,7 +4288,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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}
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if (!fb_cleared) {
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glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0);
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glClearBufferfi(GL_DEPTH, 0, 1.0, 0);
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}
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Color clear_color(0, 0, 0, 0);
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@ -5167,12 +5167,15 @@ void RasterizerSceneGLES3::initialize() {
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glGenTextures(1, &e.color);
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glBindTexture(GL_TEXTURE_2D, e.color);
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#ifdef IPHONE_ENABLED
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///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures...
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL);
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#else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL);
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#endif
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if (storage->config.framebuffer_float_supported) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL);
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} else if (storage->config.framebuffer_half_float_supported) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_HALF_FLOAT, NULL);
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} else {
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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);
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}
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -101,6 +101,10 @@
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#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
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#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
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#ifndef GLES_OVER_GL
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#define glClearDepth glClearDepthf
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#endif
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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@ -6836,8 +6840,9 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
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glGenTextures(1, &rt->depth);
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glBindTexture(GL_TEXTURE_2D, rt->depth);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, rt->width, rt->height, 0,
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GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->width, rt->height, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -6904,9 +6909,9 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
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glGenRenderbuffers(1, &rt->buffers.depth);
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glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth);
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if (msaa == 0)
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, rt->width, rt->height);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, rt->width, rt->height);
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else
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH24_STENCIL8, rt->width, rt->height);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH_COMPONENT24, rt->width, rt->height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->buffers.depth);
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@ -7146,7 +7151,8 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
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glViewport(0, 0, rt->effects.mip_maps[i].sizes[j].width, rt->effects.mip_maps[i].sizes[j].height);
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glClearBufferfv(GL_COLOR, 0, zero);
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if (used_depth) {
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glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0);
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glClearDepth(1.0);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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}
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