mirror of
https://github.com/godotengine/godot.git
synced 2024-11-21 03:18:37 +08:00
check for unsigned_short support for gles2 depth buffer allocation
This commit is contained in:
parent
3c7327da33
commit
049dd309fe
@ -5691,21 +5691,49 @@ void RasterizerStorageGLES2::initialize() {
|
||||
|
||||
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);
|
||||
|
||||
if (status == GL_FRAMEBUFFER_COMPLETE) {
|
||||
config.depth_internalformat = GL_DEPTH_COMPONENT;
|
||||
config.depth_type = GL_UNSIGNED_INT;
|
||||
} else {
|
||||
// If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT
|
||||
// This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT
|
||||
|
||||
config.depth_internalformat = GL_DEPTH_COMPONENT16;
|
||||
config.depth_type = GL_UNSIGNED_SHORT;
|
||||
|
||||
glGenFramebuffers(1, &fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
|
||||
glGenTextures(1, &depth);
|
||||
glBindTexture(GL_TEXTURE_2D, depth);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 32, 32, 0, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, 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);
|
||||
|
||||
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
//if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth
|
||||
config.support_depth_texture = false;
|
||||
config.use_rgba_3d_shadows = true;
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
|
||||
glDeleteFramebuffers(1, &fbo);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDeleteTextures(1, &depth);
|
||||
}
|
||||
} else {
|
||||
// Will use renderbuffer for depth
|
||||
// Will use renderbuffer for depth, on mobile check for 24 bit depth support
|
||||
if (config.extensions.has("GL_OES_depth24")) {
|
||||
config.depth_internalformat = _DEPTH_COMPONENT24_OES;
|
||||
config.depth_type = GL_UNSIGNED_INT;
|
||||
|
Loading…
Reference in New Issue
Block a user