Merge pull request #87272 from halotroop2288/patch-3
[3.x] Fix `#if *_ENABLED` inconsistencies, should check if defined
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@ -28,11 +28,11 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifdef COREAUDIO_ENABLED
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#ifndef AUDIO_DRIVER_COREAUDIO_H
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#define AUDIO_DRIVER_COREAUDIO_H
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#ifdef COREAUDIO_ENABLED
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#include "servers/audio_server.h"
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#include <AudioUnit/AudioUnit.h>
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@ -120,6 +120,6 @@ public:
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~AudioDriverCoreAudio();
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};
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#endif
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#endif // COREAUDIO_ENABLED
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#endif // AUDIO_DRIVER_COREAUDIO_H
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@ -2840,7 +2840,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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#elif IPHONE_ENABLED
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#elif defined(IPHONE_ENABLED)
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer);
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@ -2848,7 +2848,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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#elif ANDROID_ENABLED
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#elif defined(ANDROID_ENABLED)
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// In GLES2 Android Blit is not available, so just copy color texture manually
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_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer);
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@ -3579,7 +3579,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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#elif IPHONE_ENABLED
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#elif defined(IPHONE_ENABLED)
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
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@ -3587,7 +3587,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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#elif ANDROID_ENABLED
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#elif defined(ANDROID_ENABLED)
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// In GLES2 AndroidBlit is not available, so just copy color texture manually
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_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, storage->frame.current_rt->fbo);
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@ -5237,7 +5237,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
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#elif ANDROID_ENABLED
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#elif defined(ANDROID_ENABLED)
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// Render to a texture in android
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glGenTextures(1, &rt->multisample_color);
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glBindTexture(GL_TEXTURE_2D, rt->multisample_color);
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@ -5639,7 +5639,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
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t->alloc_width = rt->height;
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// Switch our texture on our frame buffer
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#if ANDROID_ENABLED
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#ifdef ANDROID_ENABLED
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if (rt->msaa >= VS::VIEWPORT_MSAA_EXT_2X && rt->msaa <= VS::VIEWPORT_MSAA_EXT_4X) {
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// This code only applies to the Oculus Go and Oculus Quest. Due to the the tiled nature
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// of the GPU we can do a single render pass by rendering directly into our texture chains
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@ -6376,7 +6376,7 @@ void RasterizerStorageGLES2::initialize() {
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//void *gles2_lib = dlopen(NULL, RTLD_LAZY);
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//glRenderbufferStorageMultisampleAPPLE = dlsym(gles2_lib, "glRenderbufferStorageMultisampleAPPLE");
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//glResolveMultisampleFramebufferAPPLE = dlsym(gles2_lib, "glResolveMultisampleFramebufferAPPLE");
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#elif ANDROID_ENABLED
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#elif defined(ANDROID_ENABLED)
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void *gles2_lib = dlopen("libGLESv2.so", RTLD_LAZY);
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glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glRenderbufferStorageMultisampleEXT");
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