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Diffstat (limited to 'drivers/gles3/storage/render_scene_buffers_gles3.cpp')
-rw-r--r--drivers/gles3/storage/render_scene_buffers_gles3.cpp72
1 files changed, 50 insertions, 22 deletions
diff --git a/drivers/gles3/storage/render_scene_buffers_gles3.cpp b/drivers/gles3/storage/render_scene_buffers_gles3.cpp
index 33bc9ab260..33bb808856 100644
--- a/drivers/gles3/storage/render_scene_buffers_gles3.cpp
+++ b/drivers/gles3/storage/render_scene_buffers_gles3.cpp
@@ -51,10 +51,42 @@ RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
free_render_buffer_data();
}
+void RenderSceneBuffersGLES3::_rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
+ if (p_view_count > 1) {
+ if (p_samples > 1) {
+#if defined(ANDROID_ENABLED) || defined(WEB_ENABLED)
+ glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, p_samples, 0, p_view_count);
+ glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, p_samples, 0, p_view_count);
+#else
+ ERR_PRINT_ONCE("Multiview MSAA isn't supported on this platform.");
+#endif
+ } else {
+#ifndef IOS_ENABLED
+ glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, 0, p_view_count);
+ glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, 0, p_view_count);
+#else
+ ERR_PRINT_ONCE("Multiview isn't supported on this platform.");
+#endif
+ }
+ } else {
+ if (p_samples > 1) {
+#ifdef ANDROID_ENABLED
+ glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0, p_samples);
+ glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0, p_samples);
+#else
+ ERR_PRINT_ONCE("MSAA via EXT_multisampled_render_to_texture isn't supported on this platform.");
+#endif
+ } else {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0);
+ }
+ }
+}
+
GLuint RenderSceneBuffersGLES3::_rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count) {
FBDEF new_fbo;
-#ifdef ANDROID_ENABLED
+#if defined(ANDROID_ENABLED) || defined(WEB_ENABLED)
// There shouldn't be more then 3 entries in this...
for (const FBDEF &cached_fbo : msaa3d.cached_fbos) {
if (cached_fbo.color == p_color && cached_fbo.depth == p_depth) {
@@ -68,13 +100,7 @@ GLuint RenderSceneBuffersGLES3::_rt_get_cached_fbo(GLuint p_color, GLuint p_dept
glGenFramebuffers(1, &new_fbo.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, new_fbo.fbo);
- if (p_view_count > 1) {
- glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, p_color, 0, p_samples, 0, p_view_count);
- glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, p_depth, 0, p_samples, 0, p_view_count);
- } else {
- glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_color, 0, p_samples);
- glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, p_depth, 0, p_samples);
- }
+ _rt_attach_textures(p_color, p_depth, p_samples, p_view_count);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
@@ -317,8 +343,6 @@ void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p
// hence we'll use our FBO cache here.
msaa3d.needs_resolve = false;
msaa3d.check_fbo_cache = true;
-#endif
-#ifdef ANDROID_ENABLED
} else if (use_internal_buffer) {
// We can combine MSAA and scaling/effects.
msaa3d.needs_resolve = false;
@@ -329,13 +353,7 @@ void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p
glGenFramebuffers(1, &msaa3d.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, msaa3d.fbo);
- if (use_multiview) {
- glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, internal3d.color, 0, msaa3d.samples, 0, view_count);
- glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, internal3d.depth, 0, msaa3d.samples, 0, view_count);
- } else {
- glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, internal3d.color, 0, msaa3d.samples);
- glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, internal3d.depth, 0, msaa3d.samples);
- }
+ _rt_attach_textures(internal3d.color, internal3d.depth, msaa3d.samples, view_count);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
@@ -515,13 +533,14 @@ void RenderSceneBuffersGLES3::free_render_buffer_data() {
}
GLuint RenderSceneBuffersGLES3::get_render_fbo() {
- if (msaa3d.check_fbo_cache) {
- GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ GLuint rt_fbo = 0;
+ if (msaa3d.check_fbo_cache) {
GLuint color = texture_storage->render_target_get_color(render_target);
GLuint depth = texture_storage->render_target_get_depth(render_target);
- return _rt_get_cached_fbo(color, depth, msaa3d.samples, view_count);
+ rt_fbo = _rt_get_cached_fbo(color, depth, msaa3d.samples, view_count);
} else if (msaa3d.fbo != 0) {
// We have an MSAA fbo, render to our MSAA buffer
return msaa3d.fbo;
@@ -529,10 +548,19 @@ GLuint RenderSceneBuffersGLES3::get_render_fbo() {
// We have an internal buffer, render to our internal buffer!
return internal3d.fbo;
} else {
- GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ rt_fbo = texture_storage->render_target_get_fbo(render_target);
+ }
- return texture_storage->render_target_get_fbo(render_target);
+ if (texture_storage->render_target_is_reattach_textures(render_target)) {
+ GLuint color = texture_storage->render_target_get_color(render_target);
+ GLuint depth = texture_storage->render_target_get_depth(render_target);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, rt_fbo);
+ _rt_attach_textures(color, depth, msaa3d.samples, view_count);
+ glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
}
+
+ return rt_fbo;
}
#endif // GLES3_ENABLED