src/video/uikit/SDL_uikitopenglview.m
author Sam Lantinga <slouken@libsdl.org>
Sat, 07 Jan 2012 22:34:51 -0500
changeset 6179 a83eb92704f3
parent 6164 67f122d8284f
child 6267 ed2cf4669e55
permissions -rwxr-xr-x
Fixed bug 1342 - SDL_CreateRenderer creates OpenGL ES 2.0 renderer in iPhone 3G using default index (-1) The uikit code wasn't checking to make sure the context was successfully created.

/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2012 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_config.h"

#if SDL_VIDEO_DRIVER_UIKIT

#import <QuartzCore/QuartzCore.h>
#import <OpenGLES/EAGLDrawable.h>
#import "SDL_uikitopenglview.h"


@implementation SDL_uikitopenglview

@synthesize context;

+ (Class)layerClass
{
    return [CAEAGLLayer class];
}

- (id)initWithFrame:(CGRect)frame
      retainBacking:(BOOL)retained
      rBits:(int)rBits
      gBits:(int)gBits
      bBits:(int)bBits
      aBits:(int)aBits
      depthBits:(int)depthBits
      stencilBits:(int)stencilBits
      majorVersion:(int)majorVersion
{
    depthBufferFormat = 0;

    if ((self = [super initWithFrame:frame])) {
        const BOOL useStencilBuffer = (stencilBits != 0);
        const BOOL useDepthBuffer = (depthBits != 0);
        NSString *colorFormat = nil;

        if (rBits == 8 && gBits == 8 && bBits == 8) {
            /* if user specifically requests rbg888 or some color format higher than 16bpp */
            colorFormat = kEAGLColorFormatRGBA8;
        } else {
            /* default case (faster) */
            colorFormat = kEAGLColorFormatRGB565;
        }

        /* Get the layer */
        CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;

        eaglLayer.opaque = YES;
        eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
                                        [NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil];

        if (majorVersion > 1) {
            context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2];
        } else {
            context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES1];
        }
        if (!context || ![EAGLContext setCurrentContext:context]) {
            [self release];
            SDL_SetError("OpenGL ES %d not supported", majorVersion);
            return nil;
        }

        // !!! FIXME: use the screen this is on!
        /* Use the main screen scale (for retina display support) */
        if ([self respondsToSelector:@selector(contentScaleFactor)])
            self.contentScaleFactor = [UIScreen mainScreen].scale;

        /* create the buffers */
        glGenFramebuffersOES(1, &viewFramebuffer);
        glGenRenderbuffersOES(1, &viewRenderbuffer);

        glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
        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);

        glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
        glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &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 */
                depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
            }

            glGenRenderbuffersOES(1, &depthRenderbuffer);
            glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
            glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
            if (useDepthBuffer) {
                glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
            }
            if (useStencilBuffer) {
                glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_STENCIL_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
            }
        }

        if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
            return NO;
        }
        /* end create buffers */

        self.autoresizingMask = 0;  // don't allow autoresize, since we need to do some magic in -(void)updateFrame.
    }
    return self;
}

- (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);

    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);

    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);

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

- (void)setCurrentContext
{
    [EAGLContext setCurrentContext:context];
}


- (void)swapBuffers
{
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER_OES];
}


- (void)layoutSubviews
{
    [EAGLContext setCurrentContext:context];
}

- (void)destroyFramebuffer
{
    glDeleteFramebuffersOES(1, &viewFramebuffer);
    viewFramebuffer = 0;
    glDeleteRenderbuffersOES(1, &viewRenderbuffer);
    viewRenderbuffer = 0;

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


- (void)dealloc
{
    [self destroyFramebuffer];
    if ([EAGLContext currentContext] == context) {
        [EAGLContext setCurrentContext:nil];
    }
    [context release];
    [super dealloc];
}

@end

#endif /* SDL_VIDEO_DRIVER_UIKIT */

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