Strive for maximum compatibility in GLES2 regarding depth buffers.
This commit is contained in:
parent
2363c38d87
commit
8799f69b2c
4 changed files with 156 additions and 66 deletions
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@ -83,7 +83,11 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
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// erase the old atlast
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if (shadow_atlas->fbo) {
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glDeleteTextures(1, &shadow_atlas->depth);
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if (storage->config.use_rgba_3d_shadows) {
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glDeleteRenderbuffers(1, &shadow_atlas->depth);
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} else {
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glDeleteTextures(1, &shadow_atlas->depth);
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}
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glDeleteFramebuffers(1, &shadow_atlas->fbo);
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if (shadow_atlas->color) {
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glDeleteTextures(1, &shadow_atlas->color);
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@ -111,18 +115,15 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
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// create a depth texture
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &shadow_atlas->depth);
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glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
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glTexImage2D(GL_TEXTURE_2D, 0, storage->config.depth_internalformat, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadow_atlas->depth, 0);
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if (storage->config.use_rgba_3d_shadows) {
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//maximum compatibility, renderbuffer and RGBA shadow
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glGenRenderbuffers(1, &shadow_atlas->depth);
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glBindRenderbuffer(GL_RENDERBUFFER, directional_shadow.depth);
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glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_internalformat, shadow_atlas->size, shadow_atlas->size);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, shadow_atlas->depth);
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glGenTextures(1, &shadow_atlas->color);
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glBindTexture(GL_TEXTURE_2D, shadow_atlas->color);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, shadow_atlas->size, shadow_atlas->size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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@ -131,6 +132,18 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shadow_atlas->color, 0);
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} else {
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//just depth texture
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glGenTextures(1, &shadow_atlas->depth);
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glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
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glTexImage2D(GL_TEXTURE_2D, 0, storage->config.depth_internalformat, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadow_atlas->depth, 0);
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}
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glViewport(0, 0, shadow_atlas->size, shadow_atlas->size);
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@ -475,7 +488,8 @@ RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) {
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glGenTextures(1, &rpi->color[i]);
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}
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glGenTextures(1, &rpi->depth);
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glGenRenderbuffers(1, &rpi->depth);
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rpi->cubemap = 0;
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//glGenTextures(1, &rpi->cubemap);
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@ -524,8 +538,8 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, rpi->depth);
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glTexImage2D(GL_TEXTURE_2D, 0, storage->config.depth_internalformat, size, size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL);
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glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth);
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glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_internalformat, size, size);
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if (rpi->cubemap != 0) {
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glDeleteTextures(1, &rpi->cubemap);
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@ -547,7 +561,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
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glBindTexture(GL_TEXTURE_2D, rpi->color[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size, 0, format, type, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rpi->color[i], 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rpi->depth, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
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}
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@ -566,8 +580,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
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//adjust framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size, size); // Note: used to be _DEPTH_COMPONENT24_OES. GL_DEPTH_COMPONENT untested.
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
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#ifdef DEBUG_ENABLED
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@ -2977,7 +2989,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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if (light->type == VS::LIGHT_OMNI) {
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// cubemap only
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if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_write_depth) {
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if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) {
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int cubemap_index = shadow_cubemaps.size() - 1;
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// find an appropriate cubemap to render to
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@ -3075,7 +3087,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, false);
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// convert cubemap to dual paraboloid if needed
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if (light->type == VS::LIGHT_OMNI && (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_write_depth) && p_pass == 5) {
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if (light->type == VS::LIGHT_OMNI && (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) && p_pass == 5) {
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ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
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glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
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@ -3172,7 +3184,7 @@ bool RasterizerSceneGLES2::free(RID p_rid) {
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if (reflection_instance->cubemap != 0) {
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glDeleteTextures(1, &reflection_instance->cubemap);
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}
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glDeleteTextures(1, &reflection_instance->depth);
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glDeleteRenderbuffers(1, &reflection_instance->depth);
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reflection_probe_release_atlas_index(p_rid);
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reflection_probe_instance_owner.free(p_rid);
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@ -3253,7 +3265,7 @@ void RasterizerSceneGLES2::initialize() {
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}
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// cubemaps for shadows
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if (storage->config.support_write_depth) { //not going to be used
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if (storage->config.support_shadow_cubemaps) { //not going to be used
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int max_shadow_cubemap_sampler_size = 512;
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int cube_size = max_shadow_cubemap_sampler_size;
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@ -3302,19 +3314,13 @@ void RasterizerSceneGLES2::initialize() {
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glGenFramebuffers(1, &directional_shadow.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
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glGenTextures(1, &directional_shadow.depth);
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glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
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glTexImage2D(GL_TEXTURE_2D, 0, storage->config.depth_internalformat, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0);
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if (storage->config.use_rgba_3d_shadows) {
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//maximum compatibility, renderbuffer and RGBA shadow
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glGenRenderbuffers(1, &directional_shadow.depth);
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glBindRenderbuffer(GL_RENDERBUFFER, directional_shadow.depth);
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glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_internalformat, directional_shadow.size, directional_shadow.size);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, directional_shadow.depth);
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glGenTextures(1, &directional_shadow.color);
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glBindTexture(GL_TEXTURE_2D, directional_shadow.color);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, directional_shadow.size, directional_shadow.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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@ -3323,6 +3329,19 @@ void RasterizerSceneGLES2::initialize() {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, directional_shadow.color, 0);
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} else {
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//just a depth buffer
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glGenTextures(1, &directional_shadow.depth);
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glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
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glTexImage2D(GL_TEXTURE_2D, 0, storage->config.depth_internalformat, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0);
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}
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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@ -475,7 +475,7 @@ public:
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virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
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virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
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virtual void light_instance_mark_visible(RID p_light_instance);
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virtual bool light_instances_can_render_shadow_cube() const { return storage->config.support_write_depth; }
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virtual bool light_instances_can_render_shadow_cube() const { return storage->config.support_shadow_cubemaps; }
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LightInstance **render_light_instances;
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int render_directional_lights;
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@ -1308,7 +1308,19 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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actions->uniforms = &p_shader->uniforms;
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if (p_shader->spatial.uses_screen_texture && p_shader->spatial.uses_depth_texture) {
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WARN_PRINT("Using both SCREEN_TEXTURE and DEPTH_TEXTURE is not supported in GLES2");
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static bool show_warning = true; //show warning only once
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if (show_warning) {
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ERR_PRINT("Using both SCREEN_TEXTURE and DEPTH_TEXTURE is not supported in GLES2");
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show_warning = false;
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}
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}
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if (p_shader->spatial.uses_depth_texture && !config.support_depth_texture) {
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static bool show_warning = true; //show warning only once
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if (show_warning) {
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ERR_PRINT("Using DEPTH_TEXTURE is not permitted on this hardware, operation will fail.");
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show_warning = false;
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}
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}
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} break;
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@ -4306,24 +4318,36 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
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// depth
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glGenTextures(1, &rt->depth);
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glBindTexture(GL_TEXTURE_2D, rt->depth);
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if (config.support_depth_texture) {
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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, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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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glGenRenderbuffers(1, &rt->depth);
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glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
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glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, rt->width, rt->height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
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}
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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glDeleteFramebuffers(1, &rt->fbo);
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glDeleteTextures(1, &rt->depth);
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if (config.support_depth_texture) {
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glDeleteTextures(1, &rt->depth);
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} else {
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glDeleteRenderbuffers(1, &rt->depth);
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}
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glDeleteTextures(1, &rt->color);
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rt->fbo = 0;
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rt->width = 0;
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@ -4395,7 +4419,12 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
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}
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if (rt->depth) {
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glDeleteTextures(1, &rt->depth);
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if (config.support_depth_texture) {
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glDeleteTextures(1, &rt->depth);
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} else {
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glDeleteRenderbuffers(1, &rt->depth);
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}
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rt->depth = 0;
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}
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@ -4533,17 +4562,10 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
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glGenFramebuffers(1, &cls->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
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glGenTextures(1, &cls->depth);
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glBindTexture(GL_TEXTURE_2D, cls->depth);
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glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, cls->size, cls->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, cls->depth, 0);
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glGenRenderbuffers(1, &cls->depth);
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glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
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glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, cls->size, cls->height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
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glGenTextures(1, &cls->distance);
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glBindTexture(GL_TEXTURE_2D, cls->distance);
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@ -4908,7 +4930,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) {
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CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
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glDeleteFramebuffers(1, &cls->fbo);
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glDeleteTextures(1, &cls->depth);
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glDeleteRenderbuffers(1, &cls->depth);
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glDeleteTextures(1, &cls->distance);
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canvas_light_shadow_owner.free(p_rid);
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memdelete(cls);
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@ -4986,21 +5008,17 @@ void RasterizerStorageGLES2::initialize() {
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config.pvrtc_supported = config.extensions.has("IMG_texture_compression_pvrtc");
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config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
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if (config.extensions.has("GL_OES_depth24")) {
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config.depth_internalformat = _DEPTH_COMPONENT24_OES;
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config.depth_type = GL_UNSIGNED_INT;
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} else {
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config.depth_internalformat = GL_DEPTH_COMPONENT16;
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config.depth_type = GL_UNSIGNED_SHORT;
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}
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#endif
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#ifdef GLES_OVER_GL
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config.use_rgba_2d_shadows = false;
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config.support_depth_texture = true;
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config.use_rgba_3d_shadows = false;
|
||||
config.support_depth_cubemaps = true;
|
||||
#else
|
||||
config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg"));
|
||||
config.use_rgba_3d_shadows = config.extensions.has("GL_OES_depth_texture");
|
||||
config.support_depth_texture = config.extensions.has("GL_OES_depth_texture");
|
||||
config.use_rgba_3d_shadows = !config.support_depth_texture;
|
||||
config.support_depth_cubemaps = config.extensions.has("GL_OES_depth_texture_cube_map");
|
||||
#endif
|
||||
|
||||
#ifdef GLES_OVER_GL
|
||||
|
@ -5024,6 +5042,55 @@ void RasterizerStorageGLES2::initialize() {
|
|||
config.support_half_float_vertices = true;
|
||||
#endif
|
||||
|
||||
//determine formats for depth textures (or renderbuffers)
|
||||
if (config.support_depth_texture) {
|
||||
// Will use texture for depth
|
||||
// have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT,
|
||||
// as there is no extension to test for this.
|
||||
GLuint fbo;
|
||||
glGenFramebuffers(1, &fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
GLuint depth;
|
||||
glGenTextures(1, &depth);
|
||||
glBindTexture(GL_TEXTURE_2D, depth);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
|
||||
|
||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
|
||||
if (status == GL_FRAMEBUFFER_COMPLETE) {
|
||||
config.depth_internalformat = GL_DEPTH_COMPONENT;
|
||||
config.depth_type = GL_UNSIGNED_INT;
|
||||
} else {
|
||||
config.depth_internalformat = GL_DEPTH_COMPONENT16;
|
||||
config.depth_type = GL_UNSIGNED_SHORT;
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
|
||||
glDeleteFramebuffers(1, &fbo);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDeleteTextures(1, &depth);
|
||||
|
||||
} else {
|
||||
// Will use renderbuffer for depth
|
||||
if (config.extensions.has("GL_OES_depth24")) {
|
||||
config.depth_internalformat = _DEPTH_COMPONENT24_OES;
|
||||
config.depth_type = GL_UNSIGNED_INT;
|
||||
} else {
|
||||
config.depth_internalformat = GL_DEPTH_COMPONENT16;
|
||||
config.depth_type = GL_UNSIGNED_SHORT;
|
||||
}
|
||||
}
|
||||
|
||||
//picky requirements for these
|
||||
config.support_shadow_cubemaps = config.support_depth_texture && config.support_write_depth && config.support_depth_cubemaps;
|
||||
|
||||
frame.count = 0;
|
||||
frame.delta = 0;
|
||||
frame.current_rt = NULL;
|
||||
|
|
|
@ -85,6 +85,10 @@ public:
|
|||
bool support_write_depth;
|
||||
bool support_half_float_vertices;
|
||||
bool support_npot_repeat_mipmap;
|
||||
bool support_depth_texture;
|
||||
bool support_depth_cubemaps;
|
||||
|
||||
bool support_shadow_cubemaps;
|
||||
|
||||
GLuint depth_internalformat;
|
||||
GLuint depth_type;
|
||||
|
|
Loading…
Reference in a new issue