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Switched to the core versions of OpenGL ES framebuffer object and ren…

…derbuffer functions.

Both the extension (OES) and the core versions work, but the core versions are more correct for GLES2+ and they're less verbose.
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slime73 committed Oct 28, 2014
1 parent d89620a commit 28fe9f0cfce42df8a59dc3aaeae1c76102e23e4a
Showing with 53 additions and 46 deletions.
  1. +3 −0 Xcode-iOS/Demos/src/fireworks.c
  2. +1 −2 src/video/uikit/SDL_uikitopenglview.h
  3. +49 −44 src/video/uikit/SDL_uikitopenglview.m
@@ -387,6 +387,9 @@ main(int argc, char *argv[])
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);

/* create main window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_OPENGL |
@@ -21,8 +21,7 @@

#import <UIKit/UIKit.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>
#import <OpenGLES/gltypes.h>
#import "SDL_uikitview.h"
/*
This class wraps the CAEAGLLayer from CoreAnimation into a convenient UIView subclass.
@@ -24,6 +24,8 @@

#include <QuartzCore/QuartzCore.h>
#include <OpenGLES/EAGLDrawable.h>
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#include "SDL_uikitopenglview.h"
#include "SDL_uikitmessagebox.h"
#include "SDL_uikitvideo.h"
@@ -89,10 +91,15 @@ - (id)initWithFrame:(CGRect)frame
return nil;
}

if (sRGB && UIKit_IsSystemVersionAtLeast(@"7.0")) {
/* sRGB EAGL drawable support was added in iOS 7 */
colorFormat = kEAGLColorFormatSRGBA8;
} else if (rBits >= 8 && gBits >= 8 && bBits >= 8) {
if (sRGB) {
/* sRGB EAGL drawable support was added in iOS 7. */
if (UIKit_IsSystemVersionAtLeast(@"7.0")) {
colorFormat = kEAGLColorFormatSRGBA8;
} else {
SDL_SetError("sRGB drawables are not supported.");
return nil;
}
} else if (rBits >= 8 || gBits >= 8 || bBits >= 8) {
/* if user specifically requests rbg888 or some color format higher than 16bpp */
colorFormat = kEAGLColorFormatRGBA8;
} else {
@@ -113,50 +120,50 @@ - (id)initWithFrame:(CGRect)frame
self.contentScaleFactor = scale;

/* Create the color Renderbuffer Object */
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
glGenRenderbuffers(1, &viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);

if (![context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:eaglLayer]) {
SDL_SetError("Failed creating OpenGL ES drawable");
if (![context renderbufferStorage:GL_RENDERBUFFER fromDrawable:eaglLayer]) {
SDL_SetError("Failed to create OpenGL ES drawable");
return nil;
}

/* Create the Framebuffer Object */
glGenFramebuffersOES(1, &viewFramebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glGenFramebuffers(1, &viewFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);

/* attach the color renderbuffer to the FBO */
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);

glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);

if ((useDepthBuffer) || (useStencilBuffer)) {
if (useStencilBuffer) {
/* Apparently you need to pack stencil and depth into one buffer. */
depthBufferFormat = GL_DEPTH24_STENCIL8_OES;
} else if (useDepthBuffer) {
/* iOS only has 24-bit depth buffers, even with GL_DEPTH_COMPONENT16_OES */
/* iOS only has 24-bit depth buffers, even with GL_DEPTH_COMPONENT16 */
depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
}

glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat, backingWidth, backingHeight);
if (useDepthBuffer) {
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
}
if (useStencilBuffer) {
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_STENCIL_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
}
}

if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
SDL_SetError("Failed creating OpenGL ES framebuffer");
return nil;
}

glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
}

return self;
@@ -174,30 +181,30 @@ - (GLuint)drawableFramebuffer

- (void)updateFrame
{
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, 0);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, 0);
glDeleteRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
glDeleteRenderbuffers(1, &viewRenderbuffer);

glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
glGenRenderbuffers(1, &viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);

glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);

if (depthRenderbuffer != 0) {
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat, backingWidth, backingHeight);
}

glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
}

- (void)setAnimationCallback:(int)interval
callback:(void (*)(void*))callback
callbackParam:(void*)callbackParam
callback:(void (*)(void*))callback
callbackParam:(void*)callbackParam
{
[self stopAnimation];

@@ -236,16 +243,14 @@ - (void)setCurrentContext
[EAGLContext setCurrentContext:context];
}


- (void)swapBuffers
{
/* viewRenderbuffer should always be bound here. Code that binds something
else is responsible for rebinding viewRenderbuffer, to reduce
duplicate state changes. */
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
else is responsible for rebinding viewRenderbuffer, to reduce duplicate
state changes. */
[context presentRenderbuffer:GL_RENDERBUFFER];
}


- (void)layoutSubviews
{
[super layoutSubviews];
@@ -257,17 +262,17 @@ - (void)layoutSubviews
- (void)destroyFramebuffer
{
if (viewFramebuffer != 0) {
glDeleteFramebuffersOES(1, &viewFramebuffer);
glDeleteFramebuffers(1, &viewFramebuffer);
viewFramebuffer = 0;
}

if (viewRenderbuffer != 0) {
glDeleteRenderbuffersOES(1, &viewRenderbuffer);
glDeleteRenderbuffers(1, &viewRenderbuffer);
viewRenderbuffer = 0;
}

if (depthRenderbuffer != 0) {
glDeleteRenderbuffersOES(1, &depthRenderbuffer);
glDeleteRenderbuffers(1, &depthRenderbuffer);
depthRenderbuffer = 0;
}
}

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