/* Simple DirectMedia Layer Copyright (C) 1997-2015 Sam Lantinga 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 #include #include #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; /* format of depthRenderbuffer */ GLenum depthBufferFormat; } @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 context:(EAGLContext *)glcontext { if ((self = [super initWithFrame:frame])) { const BOOL useStencilBuffer = (stencilBits != 0); const BOOL useDepthBuffer = (depthBits != 0); NSString *colorFormat = nil; context = glcontext; if (!context || ![EAGLContext setCurrentContext:context]) { SDL_SetError("Could not create OpenGL ES drawable (could not make context current)"); return nil; } 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 { /* default case (potentially faster) */ colorFormat = kEAGLColorFormatRGB565; } 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 ((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); 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 { return viewFramebuffer; } - (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 (depthRenderbuffer != 0) { glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer); 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"); } } } - (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]; } - (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; } } - (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: */