Some fixes to improve precision and speed on Android. Fixes precision issues on Mali and PowerVR.

This commit is contained in:
Juan Linietsky 2018-01-02 18:44:09 -03:00
parent 14772d2213
commit 2c226e4edf
2 changed files with 12 additions and 2 deletions

View File

@ -338,6 +338,15 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
#if 1
Size2 win_size = OS::get_singleton()->get_window_size();
glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glBlitFramebuffer(0, 0, rt->width, rt->height, p_screen_rect.position.x, win_size.height - p_screen_rect.position.y - p_screen_rect.size.height, p_screen_rect.position.x + p_screen_rect.size.width, win_size.height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
#else
canvas->canvas_begin();
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
@ -350,6 +359,7 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1));
glBindTexture(GL_TEXTURE_2D, 0);
canvas->canvas_end();
#endif
}
void RasterizerGLES3::end_frame(bool p_swap_buffers) {

View File

@ -42,7 +42,7 @@ uniform highp mat4 modelview_matrix;
uniform highp mat4 extra_matrix;
out mediump vec2 uv_interp;
out highp vec2 uv_interp;
out mediump vec4 color_interp;
#ifdef USE_NINEPATCH
@ -207,7 +207,7 @@ uniform mediump sampler2D color_texture; // texunit:0
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:1
in mediump vec2 uv_interp;
in highp vec2 uv_interp;
in mediump vec4 color_interp;