Revert "fix #33188 MSAA depth buffer not used for external texture"
This reverts commit 418b035dda
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@ -5156,26 +5156,14 @@ 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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// set our texture as the destination for our framebuffer
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if (rt->multisample_active) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
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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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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
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// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
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// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
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if (config.support_depth_texture) {
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if (config.support_depth_texture) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
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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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