Fix depth format on Android in GLES2
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924db5fa58
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bc32779542
1 changed files with 10 additions and 16 deletions
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@ -5731,14 +5731,20 @@ void RasterizerStorageGLES2::initialize() {
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config.support_npot_repeat_mipmap = true;
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config.depth_internalformat = GL_DEPTH_COMPONENT;
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config.depth_type = GL_UNSIGNED_INT;
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#else
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config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float");
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config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc");
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config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || config.extensions.has("WEBGL_compressed_texture_etc1");
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config.pvrtc_supported = config.extensions.has("IMG_texture_compression_pvrtc") || config.extensions.has("WEBGL_compressed_texture_pvrtc");
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config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
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// on mobile check for 24 bit depth support
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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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#ifndef GLES_OVER_GL
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@ -5815,7 +5821,7 @@ void RasterizerStorageGLES2::initialize() {
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GLuint depth;
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glGenTextures(1, &depth);
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glBindTexture(GL_TEXTURE_2D, depth);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, config.depth_internalformat, 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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@ -5831,10 +5837,7 @@ void RasterizerStorageGLES2::initialize() {
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glBindTexture(GL_TEXTURE_2D, 0);
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glDeleteTextures(1, &depth);
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if (status == GL_FRAMEBUFFER_COMPLETE) {
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config.depth_internalformat = GL_DEPTH_COMPONENT;
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config.depth_type = GL_UNSIGNED_INT;
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} else {
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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// If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT
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// This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT
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@ -5867,15 +5870,6 @@ void RasterizerStorageGLES2::initialize() {
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glBindTexture(GL_TEXTURE_2D, 0);
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glDeleteTextures(1, &depth);
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}
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} else {
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// Will use renderbuffer for depth, on mobile check for 24 bit depth support
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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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}
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//picky requirements for these
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