Consistently use system_fbo instead of binding 0 as it is needed for iOS devices

This commit is contained in:
clayjohn
2024-02-23 16:38:34 -08:00
parent 16d61427ca
commit 294f16c862
12 changed files with 37 additions and 34 deletions

View File

@@ -403,7 +403,7 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
GL_COLOR_BUFFER_BIT, GL_NEAREST);
if (read_fbo != 0) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
glDeleteFramebuffers(1, &read_fbo);
}
}
@@ -427,7 +427,7 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
Size2i win_size = DisplayServer::get_singleton()->window_get_size();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
glViewport(0, 0, win_size.width, win_size.height);
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);