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author | ChibiDenDen <pdaniq@gmail.com> | 2023-03-15 18:55:10 +0200 |
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committer | ChibiDenDen <pdaniq@gmail.com> | 2023-04-29 16:21:54 +0300 |
commit | 5956aa1a6a7df8b098a12a585f5541042ee1cc6e (patch) | |
tree | 66c956da7aebef5ef6bad292127833473b129bb2 /drivers | |
parent | 0c30a43d13a18e0d673fbbe703c23b9aed125483 (diff) | |
download | redot-engine-5956aa1a6a7df8b098a12a585f5541042ee1cc6e.tar.gz |
Fix gles3 rendering on android studio emulator
Use a temporary framebuffer for screen copy from rendertarget to screen.
This solves GLES3 rendering in android studio emulator (before this change there is just a black screen)
Based on discussion in:
https://github.com/godotengine/godot/issues/74828
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/rasterizer_gles3.cpp | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index 7cbce428cb..4e5e103884 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -300,12 +300,13 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display } GLuint read_fbo = 0; + glGenFramebuffers(1, &read_fbo); + glBindFramebuffer(GL_READ_FRAMEBUFFER, read_fbo); + if (rt->view_count > 1) { - glGenFramebuffers(1, &read_fbo); - glBindFramebuffer(GL_READ_FRAMEBUFFER, read_fbo); glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, p_layer); } else { - glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo); + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); } glReadBuffer(GL_COLOR_ATTACHMENT0); |