1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_UIKIT && (SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2)
#include <OpenGLES/EAGLDrawable.h>
#include <OpenGLES/ES2/glext.h>
#import "SDL_uikitopenglview.h"
#include "SDL_uikitwindow.h"
@implementation SDL_uikitopenglview {
/* The renderbuffer and framebuffer used to render to this layer. */
GLuint viewRenderbuffer, viewFramebuffer;
/* The depth buffer that is attached to viewFramebuffer, if it exists. */
GLuint depthRenderbuffer;
GLenum colorBufferFormat;
/* format of depthRenderbuffer */
GLenum depthBufferFormat;
/* The framebuffer and renderbuffer used for rendering with MSAA. */
GLuint msaaFramebuffer, msaaRenderbuffer;
/* The number of MSAA samples. */
int samples;
BOOL retainedBacking;
}
@synthesize context;
@synthesize backingWidth;
@synthesize backingHeight;
+ (Class)layerClass
{
return [CAEAGLLayer class];
}
- (instancetype)initWithFrame:(CGRect)frame
scale:(CGFloat)scale
retainBacking:(BOOL)retained
rBits:(int)rBits
gBits:(int)gBits
bBits:(int)bBits
aBits:(int)aBits
depthBits:(int)depthBits
stencilBits:(int)stencilBits
sRGB:(BOOL)sRGB
multisamples:(int)multisamples
context:(EAGLContext *)glcontext
{
if ((self = [super initWithFrame:frame])) {
const BOOL useStencilBuffer = (stencilBits != 0);
const BOOL useDepthBuffer = (depthBits != 0);
NSString *colorFormat = nil;
context = glcontext;
samples = multisamples;
retainedBacking = retained;
if (!context || ![EAGLContext setCurrentContext:context]) {
SDL_SetError("Could not create OpenGL ES drawable (could not make context current)");
return nil;
}
if (samples > 0) {
GLint maxsamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxsamples);
/* Clamp the samples to the max supported count. */
samples = MIN(samples, maxsamples);
}
if (sRGB) {
/* sRGB EAGL drawable support was added in iOS 7. */
if (UIKit_IsSystemVersionAtLeast(7.0)) {
colorFormat = kEAGLColorFormatSRGBA8;
colorBufferFormat = GL_SRGB8_ALPHA8;
} else {
SDL_SetError("sRGB drawables are not supported.");
return nil;
}
} else if (rBits >= 8 || gBits >= 8 || bBits >= 8 || aBits > 0) {
/* if user specifically requests rbg888 or some color format higher than 16bpp */
colorFormat = kEAGLColorFormatRGBA8;
colorBufferFormat = GL_RGBA8;
} else {
/* default case (potentially faster) */
colorFormat = kEAGLColorFormatRGB565;
colorBufferFormat = GL_RGB565;
}
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = YES;
eaglLayer.drawableProperties = @{
kEAGLDrawablePropertyRetainedBacking:@(retained),
kEAGLDrawablePropertyColorFormat:colorFormat
};
/* Set the appropriate scale (for retina display support) */
self.contentScaleFactor = scale;
/* Create the color Renderbuffer Object */
glGenRenderbuffers(1, &viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
if (![context renderbufferStorage:GL_RENDERBUFFER fromDrawable:eaglLayer]) {
SDL_SetError("Failed to create OpenGL ES drawable");
return nil;
}
/* Create the Framebuffer Object */
glGenFramebuffers(1, &viewFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
/* attach the color renderbuffer to the FBO */
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
SDL_SetError("Failed creating OpenGL ES framebuffer");
return nil;
}
/* When MSAA is used we'll use a separate framebuffer for rendering to,
* since we'll need to do an explicit MSAA resolve before presenting. */
if (samples > 0) {
glGenFramebuffers(1, &msaaFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer);
glGenRenderbuffers(1, &msaaRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, msaaRenderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, colorBufferFormat, backingWidth, backingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaaRenderbuffer);
}
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 uses 32-bit float (exposed as fixed point 24-bit)
* depth buffers. */
depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
}
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
if (samples > 0) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, depthBufferFormat, backingWidth, backingHeight);
} else {
glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat, backingWidth, backingHeight);
}
if (useDepthBuffer) {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
}
if (useStencilBuffer) {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
}
}
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
SDL_SetError("Failed creating OpenGL ES framebuffer");
return nil;
}
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
[self setDebugLabels];
}
return self;
}
- (GLuint)drawableRenderbuffer
{
return viewRenderbuffer;
}
- (GLuint)drawableFramebuffer
{
/* When MSAA is used, the MSAA draw framebuffer is used for drawing. */
if (msaaFramebuffer) {
return msaaFramebuffer;
} else {
return viewFramebuffer;
}
}
- (GLuint)msaaResolveFramebuffer
{
/* When MSAA is used, the MSAA draw framebuffer is used for drawing and the
* view framebuffer is used as a MSAA resolve framebuffer. */
if (msaaFramebuffer) {
return viewFramebuffer;
} else {
return 0;
}
}
- (void)updateFrame
{
GLint prevRenderbuffer = 0;
glGetIntegerv(GL_RENDERBUFFER_BINDING, &prevRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
if (msaaRenderbuffer != 0) {
glBindRenderbuffer(GL_RENDERBUFFER, msaaRenderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, colorBufferFormat, backingWidth, backingHeight);
}
if (depthRenderbuffer != 0) {
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
if (samples > 0) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, depthBufferFormat, backingWidth, backingHeight);
} else {
glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat, backingWidth, backingHeight);
}
}
glBindRenderbuffer(GL_RENDERBUFFER, prevRenderbuffer);
}
- (void)setDebugLabels
{
if (viewFramebuffer != 0) {
glLabelObjectEXT(GL_FRAMEBUFFER, viewFramebuffer, 0, "context FBO");
}
if (viewRenderbuffer != 0) {
glLabelObjectEXT(GL_RENDERBUFFER, viewRenderbuffer, 0, "context color buffer");
}
if (depthRenderbuffer != 0) {
if (depthBufferFormat == GL_DEPTH24_STENCIL8_OES) {
glLabelObjectEXT(GL_RENDERBUFFER, depthRenderbuffer, 0, "context depth-stencil buffer");
} else {
glLabelObjectEXT(GL_RENDERBUFFER, depthRenderbuffer, 0, "context depth buffer");
}
}
if (msaaFramebuffer != 0) {
glLabelObjectEXT(GL_FRAMEBUFFER, msaaFramebuffer, 0, "context MSAA FBO");
}
if (msaaRenderbuffer != 0) {
glLabelObjectEXT(GL_RENDERBUFFER, msaaRenderbuffer, 0, "context MSAA renderbuffer");
}
}
- (void)swapBuffers
{
if (msaaFramebuffer) {
const GLenum attachments[] = {GL_COLOR_ATTACHMENT0};
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, viewFramebuffer);
/* OpenGL ES 3+ provides explicit MSAA resolves via glBlitFramebuffer.
* In OpenGL ES 1 and 2, MSAA resolves must be done via an extension. */
if (context.API >= kEAGLRenderingAPIOpenGLES3) {
int w = backingWidth;
int h = backingHeight;
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if (!retainedBacking) {
/* Discard the contents of the MSAA drawable color buffer. */
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 1, attachments);
}
} else {
glResolveMultisampleFramebufferAPPLE();
if (!retainedBacking) {
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER, 1, attachments);
}
}
/* We assume the "drawable framebuffer" (MSAA draw framebuffer) was
* previously bound... */
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msaaFramebuffer);
}
/* 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];
}
- (void)layoutSubviews
{
[super layoutSubviews];
int width = (int) (self.bounds.size.width * self.contentScaleFactor);
int height = (int) (self.bounds.size.height * self.contentScaleFactor);
/* Update the color and depth buffer storage if the layer size has changed. */
if (width != backingWidth || height != backingHeight) {
EAGLContext *prevContext = [EAGLContext currentContext];
if (prevContext != context) {
[EAGLContext setCurrentContext:context];
}
[self updateFrame];
if (prevContext != context) {
[EAGLContext setCurrentContext:prevContext];
}
}
}
- (void)destroyFramebuffer
{
if (viewFramebuffer != 0) {
glDeleteFramebuffers(1, &viewFramebuffer);
viewFramebuffer = 0;
}
if (viewRenderbuffer != 0) {
glDeleteRenderbuffers(1, &viewRenderbuffer);
viewRenderbuffer = 0;
}
if (depthRenderbuffer != 0) {
glDeleteRenderbuffers(1, &depthRenderbuffer);
depthRenderbuffer = 0;
}
if (msaaFramebuffer != 0) {
glDeleteFramebuffers(1, &msaaFramebuffer);
msaaFramebuffer = 0;
}
if (msaaRenderbuffer != 0) {
glDeleteRenderbuffers(1, &msaaRenderbuffer);
msaaRenderbuffer = 0;
}
}
- (void)dealloc
{
if (context && context == [EAGLContext currentContext]) {
[self destroyFramebuffer];
[EAGLContext setCurrentContext:nil];
}
}
@end
#endif /* SDL_VIDEO_DRIVER_UIKIT */
/* vi: set ts=4 sw=4 expandtab: */