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Revert "fix #33188 MSAA depth buffer not used for external texture"

This reverts commit 418b035ddaaf9b40892ba88632c3aa6f3bf128b5.
Bastiaan Olij 5 жил өмнө
parent
commit
f7cba26a52

+ 7 - 19
drivers/gles2/rasterizer_storage_gles2.cpp

@@ -5156,26 +5156,14 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
 
 		// is there a point to setting the internal formats? we don't know them..
 
-		// check if MSAA is active to set the correct depth buffer and target texture for android
-		if (rt->multisample_active) {
-#if defined(GLES_OVER_GL) || defined(IPHONE_ENABLED)
-			glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, p_texture_id);
-#elif ANDROID_ENABLED
-			static const int msaa_value[] = { 0, 2, 4, 8, 16 };
-			int msaa = msaa_value[rt->msaa];
-			glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0, msaa);
-#endif
-			glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
-		} else {
-			// set our texture as the destination for our framebuffer
-			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
+		// set our texture as the destination for our framebuffer
+		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
 
-			// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
-			if (config.support_depth_texture) {
-				glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
-			} else {
-				glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
-			}
+		// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
+		if (config.support_depth_texture) {
+			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
+		} else {
+			glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
 		}
 
 		// check status and unbind