mirror of https://github.com/encounter/SDL.git
The iOS OpenGL ES context's color Renderbuffer Object is no longer completely destroyed and recreated in layoutSubviews. Its storage is now only reallocated when the actual size of the layer changes. The framebuffer object and renderbuffer object binding states are no longer clobbered by the storage reallocation code in layoutSubviews.
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@ -183,15 +183,11 @@
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- (void)updateFrame
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- (void)updateFrame
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{
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{
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glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
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GLint prevRenderbuffer = 0;
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glGetIntegerv(GL_RENDERBUFFER_BINDING, &prevRenderbuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
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glDeleteRenderbuffers(1, &viewRenderbuffer);
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glGenRenderbuffers(1, &viewRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, 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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[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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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
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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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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
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@ -201,9 +197,7 @@
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glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat, backingWidth, backingHeight);
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glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat, backingWidth, backingHeight);
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}
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}
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glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, prevRenderbuffer);
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[self setDebugLabels];
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}
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}
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- (void)setDebugLabels
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- (void)setDebugLabels
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@ -278,8 +272,15 @@
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{
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{
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[super layoutSubviews];
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[super layoutSubviews];
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[EAGLContext setCurrentContext:context];
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CGSize layersize = self.layer.bounds.size;
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[self updateFrame];
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int width = (int) (layersize.width * self.layer.contentsScale);
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int height = (int) (layersize.height * self.layer.contentsScale);
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/* Update the color and depth buffer storage if the layer size has changed. */
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if (width != backingWidth || height != backingHeight) {
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[EAGLContext setCurrentContext:context];
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[self updateFrame];
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}
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}
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}
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- (void)destroyFramebuffer
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- (void)destroyFramebuffer
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