Merge pull request #33444 from BastiaanOlij/external_msaa

Make MSAA in GLES2 work with external textures for VR
This commit is contained in:
Rémi Verschelde 2019-11-08 19:54:06 +01:00 committed by GitHub
commit 28294b1f19
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2 changed files with 20 additions and 26 deletions

View file

@ -2767,6 +2767,8 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
if (use_post_process) {
next_buffer = storage->frame.current_rt->mip_maps[0].sizes[0].fbo;
} else if (storage->frame.current_rt->external.fbo != 0) {
next_buffer = storage->frame.current_rt->external.fbo;
} else {
// set next_buffer to front buffer so multisample blit can happen if needed
next_buffer = storage->frame.current_rt->fbo;
@ -2795,9 +2797,15 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
// In GLES2 Android Blit is not available, so just copy color texture manually
_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer);
#else
// TODO: any other platform not supported? this will fail.. maybe we should just call _copy_texture_to_buffer here as well?
#endif
} else if (use_post_process) {
_copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
if (storage->frame.current_rt->external.fbo != 0) {
_copy_texture_to_buffer(storage->frame.current_rt->external.color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
} else {
_copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
}
}
if (!use_post_process) {
@ -3220,14 +3228,12 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
} else {
state.render_no_shadows = false;
if (storage->frame.current_rt->external.fbo != 0) {
if (storage->frame.current_rt->multisample_active) {
current_fb = storage->frame.current_rt->multisample_fbo;
} else if (storage->frame.current_rt->external.fbo != 0) {
current_fb = storage->frame.current_rt->external.fbo;
} else {
if (storage->frame.current_rt->multisample_active) {
current_fb = storage->frame.current_rt->multisample_fbo;
} else {
current_fb = storage->frame.current_rt->fbo;
}
current_fb = storage->frame.current_rt->fbo;
}
env = environment_owner.getornull(p_environment);

View file

@ -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