diff --git a/include/mbgl/platform/gl.hpp b/include/mbgl/platform/gl.hpp index d07b0561d..5706fa0ab 100644 --- a/include/mbgl/platform/gl.hpp +++ b/include/mbgl/platform/gl.hpp @@ -36,8 +36,10 @@ #error Unsupported Apple platform #endif #elif __ANDROID__ + #define GL_GLEXT_PROTOTYPES #include #include + #define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES #else #define GL_GLEXT_PROTOTYPES #include diff --git a/src/renderer/painter_prerender.cpp b/src/renderer/painter_prerender.cpp index 22a2be9b6..f38470530 100644 --- a/src/renderer/painter_prerender.cpp +++ b/src/renderer/painter_prerender.cpp @@ -10,7 +10,7 @@ void Painter::preparePrerender(RasterBucket &bucket) { glDisable(GL_STENCIL_TEST); // Render the actual tile. -#if GL_EXT_discard_framebuffer && !__ANDROID__ +#if GL_EXT_discard_framebuffer const GLenum discards[] = {GL_COLOR_ATTACHMENT0}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards); #endif diff --git a/src/renderer/prerendered_texture.cpp b/src/renderer/prerendered_texture.cpp index 2514efaf2..adb7a5910 100644 --- a/src/renderer/prerendered_texture.cpp +++ b/src/renderer/prerendered_texture.cpp @@ -49,12 +49,8 @@ void PrerenderedTexture::bindFramebuffer() { // Create depth/stencil buffer glGenRenderbuffers(1, &fbo_depth_stencil); glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_stencil); -#ifdef GL_ES_VERSION_2_0 - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, properties.size, properties.size); -#else glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, properties.size, properties.size); -#endif - glBindRenderbuffer(GL_RENDERBUFFER, 0); + glBindRenderbuffer(GL_RENDERBUFFER, 0); } if (fbo == 0) { @@ -121,7 +117,7 @@ void PrerenderedTexture::blur(Painter& painter, uint16_t passes) { for (int i = 0; i < passes; i++) { // Render horizontal glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, secondary_texture, 0); -#if GL_EXT_discard_framebuffer && !__ANDROID__ +#if GL_EXT_discard_framebuffer const GLenum discards[] = { GL_COLOR_ATTACHMENT0 }; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards); #endif @@ -136,7 +132,7 @@ void PrerenderedTexture::blur(Painter& painter, uint16_t passes) { // Render vertical glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, original_texture, 0); -#if GL_EXT_discard_framebuffer && !__ANDROID__ +#if GL_EXT_discard_framebuffer glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards); #endif glClear(GL_COLOR_BUFFER_BIT);