Merge pull request #87272 from halotroop2288/patch-3

[3.x] Fix `#if *_ENABLED` inconsistencies, should check if defined
This commit is contained in:
Rémi Verschelde
2024-01-17 13:47:09 +01:00
7 changed files with 16 additions and 16 deletions

View File

@ -28,11 +28,11 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifdef COREAUDIO_ENABLED
#ifndef AUDIO_DRIVER_COREAUDIO_H
#define AUDIO_DRIVER_COREAUDIO_H
#ifdef COREAUDIO_ENABLED
#include "servers/audio_server.h"
#include <AudioUnit/AudioUnit.h>
@ -120,6 +120,6 @@ public:
~AudioDriverCoreAudio();
};
#endif
#endif // COREAUDIO_ENABLED
#endif // AUDIO_DRIVER_COREAUDIO_H

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@ -2840,7 +2840,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
#elif IPHONE_ENABLED
#elif defined(IPHONE_ENABLED)
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer);
@ -2848,7 +2848,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
#elif ANDROID_ENABLED
#elif defined(ANDROID_ENABLED)
// In GLES2 Android Blit is not available, so just copy color texture manually
_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer);
@ -3579,7 +3579,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
#elif IPHONE_ENABLED
#elif defined(IPHONE_ENABLED)
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
@ -3587,7 +3587,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
#elif ANDROID_ENABLED
#elif defined(ANDROID_ENABLED)
// In GLES2 AndroidBlit is not available, so just copy color texture manually
_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, storage->frame.current_rt->fbo);

View File

@ -5237,7 +5237,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
#elif ANDROID_ENABLED
#elif defined(ANDROID_ENABLED)
// Render to a texture in android
glGenTextures(1, &rt->multisample_color);
glBindTexture(GL_TEXTURE_2D, rt->multisample_color);
@ -5639,7 +5639,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
t->alloc_width = rt->height;
// Switch our texture on our frame buffer
#if ANDROID_ENABLED
#ifdef ANDROID_ENABLED
if (rt->msaa >= VS::VIEWPORT_MSAA_EXT_2X && rt->msaa <= VS::VIEWPORT_MSAA_EXT_4X) {
// This code only applies to the Oculus Go and Oculus Quest. Due to the the tiled nature
// of the GPU we can do a single render pass by rendering directly into our texture chains
@ -6376,7 +6376,7 @@ void RasterizerStorageGLES2::initialize() {
//void *gles2_lib = dlopen(NULL, RTLD_LAZY);
//glRenderbufferStorageMultisampleAPPLE = dlsym(gles2_lib, "glRenderbufferStorageMultisampleAPPLE");
//glResolveMultisampleFramebufferAPPLE = dlsym(gles2_lib, "glResolveMultisampleFramebufferAPPLE");
#elif ANDROID_ENABLED
#elif defined(ANDROID_ENABLED)
void *gles2_lib = dlopen("libGLESv2.so", RTLD_LAZY);
glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glRenderbufferStorageMultisampleEXT");