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| author | Ray <[email protected]> | 2022-12-14 12:57:39 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2022-12-14 12:57:39 +0100 |
| commit | 619331f4a7e146a122e45214f40c32bdce25c650 (patch) | |
| tree | 8cd5cb6e3983c53c0922e9d8d7ca3d1f5e7fc20a /src | |
| parent | 445ce51e510bc3733e6ab7db618ad3d53de8943c (diff) | |
| download | raylib-619331f4a7e146a122e45214f40c32bdce25c650.tar.gz raylib-619331f4a7e146a122e45214f40c32bdce25c650.zip | |
REVIEWED: Issue with depth textures on WebGL #2824
Diffstat (limited to 'src')
| -rw-r--r-- | src/rlgl.h | 27 |
1 files changed, 17 insertions, 10 deletions
@@ -987,7 +987,8 @@ typedef struct rlglData { bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) - bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture) + bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture) + bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture) bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) @@ -2218,11 +2219,12 @@ void rlLoadExtensions(void *loader) if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true; // Check depth texture support - if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) RLGL.ExtSupported.texDepth = true; + if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true; + if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format + if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true; - if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; - if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; + if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL + if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL // Check texture compression support: DXT if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || @@ -2975,7 +2977,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format, } // Load depth texture/renderbuffer (to be attached to fbo) -// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions +// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) { unsigned int id = 0; @@ -2983,15 +2985,20 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // In case depth textures not supported, we force renderbuffer usage if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true; - + // NOTE: We let the implementation to choose the best bit-depth // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F unsigned int glInternalFormat = GL_DEPTH_COMPONENT; #if defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES; - else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; - else glInternalFormat = GL_DEPTH_COMPONENT16; + // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT) + // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities + if (!RLGL.ExtSupported.texDepthWebGL) + { + if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES; + else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; + else glInternalFormat = GL_DEPTH_COMPONENT16; + } #endif if (!useRenderBuffer && RLGL.ExtSupported.texDepth) |
