Commit 28fe9f0cfce42df8a59dc3aaeae1c76102e23e4a

Alex Szpakowski 2014-10-28T01:34:40

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.

diff --git a/Xcode-iOS/Demos/src/fireworks.c b/Xcode-iOS/Demos/src/fireworks.c
index 6c60dd1..a5beada 100644
--- a/Xcode-iOS/Demos/src/fireworks.c
+++ b/Xcode-iOS/Demos/src/fireworks.c
@@ -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 |
diff --git a/src/video/uikit/SDL_uikitopenglview.h b/src/video/uikit/SDL_uikitopenglview.h
index b232c53..6502d03 100644
--- a/src/video/uikit/SDL_uikitopenglview.h
+++ b/src/video/uikit/SDL_uikitopenglview.h
@@ -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.
diff --git a/src/video/uikit/SDL_uikitopenglview.m b/src/video/uikit/SDL_uikitopenglview.m
index 4b93ab6..3ffd45f 100644
--- a/src/video/uikit/SDL_uikitopenglview.m
+++ b/src/video/uikit/SDL_uikitopenglview.m
@@ -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 @@
             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 @@
         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 @@
 
 - (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 @@
     [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)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;
     }
 }