EvasGL: For depth&stencil&msaa, use renderbuffer instead of texture
authorMinkyoung Kim <sleepigmk@gmail.com>
Mon, 13 Feb 2017 06:11:56 +0000 (15:11 +0900)
committerJean-Philippe Andre <jp.andre@samsung.com>
Mon, 13 Feb 2017 10:54:29 +0000 (19:54 +0900)
commitc2e1eb7c54fbf2bc6848d727e78b85dafe2bbbeb
treea16097b33a7c154eadae847479090d143eee7d90
parentd28ba7df86bc9b8d07186087114185134c8b4557
EvasGL: For depth&stencil&msaa, use renderbuffer instead of texture

Summary:
glFramebufferTexture2DMultisampleEXT() supports color attachment only.
so depth&stencil attachment should be bound via renderbuffer not texture.

According to http://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_multisampled_render_to_texture.txt
In order to allow the use of multisampled depth and stencil buffers
when performing multisampled rendering to a texture, the extension
also adds the command RenderbufferStorageMultisampleEXT.
target, textarget, texture, and level correspond to the same
parameters for FramebufferTexture2D and have the same restrictions.
attachment must be COLOR_ATTACHMENT0.

Test Plan: Evas GL on GLES 3

Reviewers: jpeg, raster, dkdk, wonsik

Tags: #efl

Differential Revision: https://phab.enlightenment.org/D4648
src/modules/evas/engines/gl_common/evas_gl_core.c