Revert "EvasGL: Adding MSAA for depth_24_stencil_8 format that was missing"
authorWooHyun Jung <wh0705.jung@samsung.com>
Fri, 27 Jul 2012 02:31:50 +0000 (11:31 +0900)
committerWooHyun Jung <wh0705.jung@samsung.com>
Fri, 27 Jul 2012 02:31:50 +0000 (11:31 +0900)
This reverts commit 7010b890b3295e226c62605d48a8e696cd13638b.

src/modules/engines/gl_x11/evas_engine.c

index 4424756..93347ee 100755 (executable)
@@ -3370,10 +3370,7 @@ _attach_fbo_surface(Render_Engine *data __UNUSED__,
 
         // Attach texture to FBO
         if (sfc->rt_msaa_samples)
-           glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER,
-                                                   GL_COLOR_ATTACHMENT0,
-                                                   GL_TEXTURE_2D, sfc->rt_tex,
-                                                   0, sfc->rt_msaa_samples);
+           glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sfc->rt_tex, 0, sfc->rt_msaa_samples);
         else
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                   GL_TEXTURE_2D, sfc->rt_tex, 0);
@@ -3393,26 +3390,10 @@ _attach_fbo_surface(Render_Engine *data __UNUSED__,
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
         glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, sfc->w, sfc->h,
                      0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, NULL);
-       if (sfc->rt_msaa_samples)
-          {
-             glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER,
-                                                     GL_DEPTH_ATTACHMENT,
-                                                     GL_TEXTURE_2D,
-                                                     sfc->rb_depth_stencil,
-                                                     0, sfc->rt_msaa_samples);
-             glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER,
-                                                     GL_STENCIL_ATTACHMENT,
-                                                     GL_TEXTURE_2D,
-                                                     sfc->rb_depth_stencil,
-                                                     0, sfc->rt_msaa_samples);
-          }
-        else
-          {
-             glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
-                                    GL_TEXTURE_2D, sfc->rb_depth_stencil, 0);
-             glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
-                                    GL_TEXTURE_2D, sfc->rb_depth_stencil, 0);
-          }
+        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+                               GL_TEXTURE_2D, sfc->rb_depth_stencil, 0);
+        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+                               GL_TEXTURE_2D, sfc->rb_depth_stencil, 0);
         glBindTexture(GL_TEXTURE_2D, curr_tex);
 
 #else