Remove all references to stencil, fixes problems on iOS.

This commit is contained in:
Juan Linietsky 2019-02-13 07:58:52 -03:00
parent 4f72ff4f1c
commit d6a88bbc30
2 changed files with 23 additions and 14 deletions

View file

@ -3118,7 +3118,7 @@ void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalida
GLenum attachments[2] = { GLenum attachments[2] = {
GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT0,
GL_DEPTH_STENCIL_ATTACHMENT GL_DEPTH_ATTACHMENT
}; };
glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments); glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments);
@ -4163,7 +4163,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glColorMask(0, 0, 0, 0); glColorMask(0, 0, 0, 0);
glClearDepth(1.0f); glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT);
render_list.clear(); render_list.clear();
_fill_render_list(p_cull_result, p_cull_count, true, false); _fill_render_list(p_cull_result, p_cull_count, true, false);
@ -4288,7 +4288,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
} }
if (!fb_cleared) { if (!fb_cleared) {
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0); glClearBufferfi(GL_DEPTH, 0, 1.0, 0);
} }
Color clear_color(0, 0, 0, 0); Color clear_color(0, 0, 0, 0);
@ -5167,12 +5167,15 @@ void RasterizerSceneGLES3::initialize() {
glGenTextures(1, &e.color); glGenTextures(1, &e.color);
glBindTexture(GL_TEXTURE_2D, e.color); glBindTexture(GL_TEXTURE_2D, e.color);
#ifdef IPHONE_ENABLED
///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures... if (storage->config.framebuffer_float_supported) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL);
#else } else if (storage->config.framebuffer_half_float_supported) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_HALF_FLOAT, NULL);
#endif } else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_UNSIGNED_INT_2_10_10_10_REV, NULL);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 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_MAG_FILTER, GL_NEAREST);

View file

@ -101,6 +101,10 @@
#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E #define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F #define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h> #include <emscripten/emscripten.h>
@ -6836,8 +6840,9 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glGenTextures(1, &rt->depth); glGenTextures(1, &rt->depth);
glBindTexture(GL_TEXTURE_2D, rt->depth); glBindTexture(GL_TEXTURE_2D, rt->depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, rt->width, rt->height, 0, glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->width, rt->height, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -6904,9 +6909,9 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glGenRenderbuffers(1, &rt->buffers.depth); glGenRenderbuffers(1, &rt->buffers.depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth);
if (msaa == 0) if (msaa == 0)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, rt->width, rt->height); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, rt->width, rt->height);
else else
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH24_STENCIL8, rt->width, rt->height); glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH_COMPONENT24, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->buffers.depth); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->buffers.depth);
@ -7146,7 +7151,8 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glViewport(0, 0, rt->effects.mip_maps[i].sizes[j].width, rt->effects.mip_maps[i].sizes[j].height); glViewport(0, 0, rt->effects.mip_maps[i].sizes[j].width, rt->effects.mip_maps[i].sizes[j].height);
glClearBufferfv(GL_COLOR, 0, zero); glClearBufferfv(GL_COLOR, 0, zero);
if (used_depth) { if (used_depth) {
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0); glClearDepth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
} }
} }