mirror of https://github.com/encounter/SDL.git
Switched to the core versions of OpenGL ES framebuffer object and renderbuffer functions.
Both the extension (OES) and the core versions work, but the core versions are more correct for GLES2+ and they're less verbose.
This commit is contained in:
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d89620a809
commit
28fe9f0cfc
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@ -387,6 +387,9 @@ main(int argc, char *argv[])
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SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0);
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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/* create main window and renderer */
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window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
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SDL_WINDOW_OPENGL |
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@ -21,8 +21,7 @@
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#import <UIKit/UIKit.h>
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#import <OpenGLES/EAGL.h>
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#import <OpenGLES/ES1/gl.h>
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#import <OpenGLES/ES1/glext.h>
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#import <OpenGLES/gltypes.h>
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#import "SDL_uikitview.h"
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/*
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This class wraps the CAEAGLLayer from CoreAnimation into a convenient UIView subclass.
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@ -24,6 +24,8 @@
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#include <QuartzCore/QuartzCore.h>
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#include <OpenGLES/EAGLDrawable.h>
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#include <OpenGLES/ES2/gl.h>
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#include <OpenGLES/ES2/glext.h>
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#include "SDL_uikitopenglview.h"
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#include "SDL_uikitmessagebox.h"
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#include "SDL_uikitvideo.h"
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@ -89,10 +91,15 @@
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return nil;
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}
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if (sRGB && UIKit_IsSystemVersionAtLeast(@"7.0")) {
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/* sRGB EAGL drawable support was added in iOS 7 */
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if (sRGB) {
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/* sRGB EAGL drawable support was added in iOS 7. */
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if (UIKit_IsSystemVersionAtLeast(@"7.0")) {
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colorFormat = kEAGLColorFormatSRGBA8;
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} else if (rBits >= 8 && gBits >= 8 && bBits >= 8) {
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} else {
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SDL_SetError("sRGB drawables are not supported.");
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return nil;
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}
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} else if (rBits >= 8 || gBits >= 8 || bBits >= 8) {
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/* if user specifically requests rbg888 or some color format higher than 16bpp */
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colorFormat = kEAGLColorFormatRGBA8;
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} else {
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@ -113,50 +120,50 @@
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self.contentScaleFactor = scale;
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/* Create the color Renderbuffer Object */
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glGenRenderbuffersOES(1, &viewRenderbuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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glGenRenderbuffers(1, &viewRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
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if (![context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:eaglLayer]) {
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SDL_SetError("Failed creating OpenGL ES drawable");
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if (![context renderbufferStorage:GL_RENDERBUFFER fromDrawable:eaglLayer]) {
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SDL_SetError("Failed to create OpenGL ES drawable");
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return nil;
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}
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/* Create the Framebuffer Object */
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glGenFramebuffersOES(1, &viewFramebuffer);
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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glGenFramebuffers(1, &viewFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
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/* attach the color renderbuffer to the FBO */
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
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if ((useDepthBuffer) || (useStencilBuffer)) {
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if (useStencilBuffer) {
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/* Apparently you need to pack stencil and depth into one buffer. */
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depthBufferFormat = GL_DEPTH24_STENCIL8_OES;
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} else if (useDepthBuffer) {
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/* iOS only has 24-bit depth buffers, even with GL_DEPTH_COMPONENT16_OES */
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/* iOS only has 24-bit depth buffers, even with GL_DEPTH_COMPONENT16 */
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depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
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}
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glGenRenderbuffersOES(1, &depthRenderbuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
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glGenRenderbuffers(1, &depthRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat, backingWidth, backingHeight);
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if (useDepthBuffer) {
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
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}
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if (useStencilBuffer) {
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_STENCIL_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
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}
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}
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if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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SDL_SetError("Failed creating OpenGL ES framebuffer");
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return nil;
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}
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
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}
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return self;
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@ -174,25 +181,25 @@
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- (void)updateFrame
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{
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, 0);
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, 0);
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glDeleteRenderbuffersOES(1, &viewRenderbuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
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glDeleteRenderbuffers(1, &viewRenderbuffer);
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glGenRenderbuffersOES(1, &viewRenderbuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
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glGenRenderbuffers(1, &viewRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
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[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.layer];
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
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if (depthRenderbuffer != 0) {
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat, backingWidth, backingHeight);
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}
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
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}
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- (void)setAnimationCallback:(int)interval
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@ -236,16 +243,14 @@
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[EAGLContext setCurrentContext:context];
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}
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- (void)swapBuffers
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{
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/* viewRenderbuffer should always be bound here. Code that binds something
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else is responsible for rebinding viewRenderbuffer, to reduce
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duplicate state changes. */
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[context presentRenderbuffer:GL_RENDERBUFFER_OES];
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else is responsible for rebinding viewRenderbuffer, to reduce duplicate
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state changes. */
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[context presentRenderbuffer:GL_RENDERBUFFER];
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}
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- (void)layoutSubviews
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{
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[super layoutSubviews];
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@ -257,17 +262,17 @@
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- (void)destroyFramebuffer
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{
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if (viewFramebuffer != 0) {
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glDeleteFramebuffersOES(1, &viewFramebuffer);
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glDeleteFramebuffers(1, &viewFramebuffer);
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viewFramebuffer = 0;
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}
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if (viewRenderbuffer != 0) {
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glDeleteRenderbuffersOES(1, &viewRenderbuffer);
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glDeleteRenderbuffers(1, &viewRenderbuffer);
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viewRenderbuffer = 0;
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}
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if (depthRenderbuffer != 0) {
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glDeleteRenderbuffersOES(1, &depthRenderbuffer);
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glDeleteRenderbuffers(1, &depthRenderbuffer);
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depthRenderbuffer = 0;
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}
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}
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