forked from enlightenment/efl
EvasGL: Adding MSAA for depth_24_stencil_8 format that was missing
from the previous commit. SVN revision: 72970
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ecde500eb8
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06aa05c2c3
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@ -3367,7 +3367,10 @@ _attach_fbo_surface(Render_Engine *data __UNUSED__,
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// Attach texture to FBO
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// Attach texture to FBO
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if (sfc->rt_msaa_samples)
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if (sfc->rt_msaa_samples)
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glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sfc->rt_tex, 0, sfc->rt_msaa_samples);
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glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, sfc->rt_tex,
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0, sfc->rt_msaa_samples);
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else
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else
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, sfc->rt_tex, 0);
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GL_TEXTURE_2D, sfc->rt_tex, 0);
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@ -3387,10 +3390,26 @@ _attach_fbo_surface(Render_Engine *data __UNUSED__,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, sfc->w, sfc->h,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, sfc->w, sfc->h,
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0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, NULL);
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0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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if (sfc->rt_msaa_samples)
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GL_TEXTURE_2D, sfc->rb_depth_stencil, 0);
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER,
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GL_TEXTURE_2D, sfc->rb_depth_stencil, 0);
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GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D,
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sfc->rb_depth_stencil,
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0, sfc->rt_msaa_samples);
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glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_TEXTURE_2D,
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sfc->rb_depth_stencil,
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0, sfc->rt_msaa_samples);
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}
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else
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D, sfc->rb_depth_stencil, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_TEXTURE_2D, sfc->rb_depth_stencil, 0);
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}
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glBindTexture(GL_TEXTURE_2D, curr_tex);
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glBindTexture(GL_TEXTURE_2D, curr_tex);
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#else
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#else
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