Merge pull request #33444 from BastiaanOlij/external_msaa
Make MSAA in GLES2 work with external textures for VR
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commit
28294b1f19
2 changed files with 20 additions and 26 deletions
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@ -2767,6 +2767,8 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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if (use_post_process) {
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next_buffer = storage->frame.current_rt->mip_maps[0].sizes[0].fbo;
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} else if (storage->frame.current_rt->external.fbo != 0) {
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next_buffer = storage->frame.current_rt->external.fbo;
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} else {
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// set next_buffer to front buffer so multisample blit can happen if needed
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next_buffer = storage->frame.current_rt->fbo;
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@ -2795,9 +2797,15 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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// In GLES2 Android Blit is not available, so just copy color texture manually
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_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer);
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#else
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// TODO: any other platform not supported? this will fail.. maybe we should just call _copy_texture_to_buffer here as well?
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#endif
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} else if (use_post_process) {
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_copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
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if (storage->frame.current_rt->external.fbo != 0) {
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_copy_texture_to_buffer(storage->frame.current_rt->external.color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
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} else {
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_copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
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}
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}
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if (!use_post_process) {
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@ -3220,14 +3228,12 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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} else {
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state.render_no_shadows = false;
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if (storage->frame.current_rt->external.fbo != 0) {
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if (storage->frame.current_rt->multisample_active) {
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current_fb = storage->frame.current_rt->multisample_fbo;
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} else if (storage->frame.current_rt->external.fbo != 0) {
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current_fb = storage->frame.current_rt->external.fbo;
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} else {
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if (storage->frame.current_rt->multisample_active) {
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current_fb = storage->frame.current_rt->multisample_fbo;
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} else {
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current_fb = storage->frame.current_rt->fbo;
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}
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current_fb = storage->frame.current_rt->fbo;
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}
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env = environment_owner.getornull(p_environment);
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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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// 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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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
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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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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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} else {
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
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}
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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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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
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} else {
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
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}
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// check status and unbind
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