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Merge pull request #25295 from godotengine/revert-25242-fix_ios_issues

Revert "Fix errors on iOS"
Juan Linietsky 6 년 전
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cce679584b
2개의 변경된 파일2개의 추가작업 그리고 12개의 파일을 삭제
  1. 2 2
      drivers/gles3/rasterizer_scene_gles3.cpp
  2. 0 10
      drivers/gles3/rasterizer_storage_gles3.cpp

+ 2 - 2
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -3114,7 +3114,7 @@ void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalida
 
 		GLenum attachments[2] = {
 			GL_COLOR_ATTACHMENT0,
-			GL_DEPTH_ATTACHMENT
+			GL_DEPTH_STENCIL_ATTACHMENT
 		};
 
 		glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments);
@@ -4164,7 +4164,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 			glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
 			glReadBuffer(GL_COLOR_ATTACHMENT0);
 			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
-			glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+			glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
 			glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
 			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
 			//bind depth for read

+ 0 - 10
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -7052,12 +7052,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
 
 			glGenTextures(1, &rt->exposure.color);
 			glBindTexture(GL_TEXTURE_2D, rt->exposure.color);
-#ifdef IPHONE_ENABLED
-			///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures...
-			glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 1, 1, 0, GL_RED, GL_FLOAT, NULL);
-#else
 			glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL);
-#endif
 			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0);
 
 			status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -7289,12 +7284,7 @@ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
 	if (config.use_rgba_2d_shadows) {
 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
 	} else {
-#ifdef IPHONE_ENABLED
-		///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures...
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL);
-#else
 		glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL);
-#endif
 	}
 
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);