MSAA (multisampled_render_to_texture) support was implemented with
GLES 2 in mind, but for GLES 3 it comes as a core feature, not as
an extension. Also it relies on renderbuffers, not textures. GL
is awesome.
Note: MSAA still doesn't work!
Change-Id: I51d1588d2bdae49af31802735c0bd29fcb7acc1f
if (cfg_index < 0)
{
- ERR("Unable to find a matching config format.");
+ ERR("Unable to find a matching config format (depth:%d, stencil:%d, msaa:%d)",
+ depth_size, stencil_bit, msaa_samples);
if ((stencil_bit > 8) || (depth_size > 24))
{
INF("Please note that Evas GL might not support 32-bit depth or "
DBG("Fallback to depth:%d, stencil:%d", depth_size, stencil_bit);
goto try_again;
}
+ else if (msaa_samples > 0)
+ {
+ msaa_samples /= 2;
+ if (msaa_samples == 1) msaa_samples = 0;
+ DBG("Fallback to msaa:%d", msaa_samples);
+ goto try_again;
+ }
return 0;
}
else