annotate src/video/uikit/SDL_uikitopenglview.m @ 5159:307ccc9c135e

Made it possible to create a texture of any format, even if not supported by the renderer. This allows me to reduce the set of formats supported by the renderers to the most optimal set, for a nice speed boost.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 03 Feb 2011 00:19:40 -0800
parents 5f09cb749d75
children 115fff0641ee
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2009 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 #import <QuartzCore/QuartzCore.h>
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24 #import <OpenGLES/EAGLDrawable.h>
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25 #import "SDL_uikitopenglview.h"
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26
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27 @interface SDL_uikitopenglview (privateMethods)
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28
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29 - (BOOL) createFramebuffer;
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30 - (void) destroyFramebuffer;
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31
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32 @end
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33
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34
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35 @implementation SDL_uikitopenglview
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36
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37 @synthesize context;
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38
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39 + (Class)layerClass {
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40 return [CAEAGLLayer class];
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41 }
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42
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43 - (id)initWithFrame:(CGRect)frame \
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44 retainBacking:(BOOL)retained \
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45 rBits:(int)rBits \
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46 gBits:(int)gBits \
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47 bBits:(int)bBits \
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48 aBits:(int)aBits \
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49 depthBits:(int)depthBits \
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50 {
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51 NSString *colorFormat=nil;
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52 GLuint depthBufferFormat;
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53 BOOL useDepthBuffer;
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54
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55 if (rBits == 8 && gBits == 8 && bBits == 8) {
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56 /* if user specifically requests rbg888 or some color format higher than 16bpp */
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57 colorFormat = kEAGLColorFormatRGBA8;
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58 }
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59 else {
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60 /* default case (faster) */
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61 colorFormat = kEAGLColorFormatRGB565;
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62 }
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63
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64 if (depthBits == 24) {
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65 useDepthBuffer = YES;
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66 depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
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67 }
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68 else if (depthBits == 0) {
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69 useDepthBuffer = NO;
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70 }
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71 else {
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72 /* default case when depth buffer is not disabled */
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73 /*
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74 strange, even when we use this, we seem to get a 24 bit depth buffer on iPhone.
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75 perhaps that's the only depth format iPhone actually supports
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76 */
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77 useDepthBuffer = YES;
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78 depthBufferFormat = GL_DEPTH_COMPONENT16_OES;
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79 }
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80
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81 if ((self = [super initWithFrame:frame])) {
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82 // Get the layer
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83 CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
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84
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85 eaglLayer.opaque = YES;
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86 eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
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87 [NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil];
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88
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89 context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES1];
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90
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91 if (!context || ![EAGLContext setCurrentContext:context]) {
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92 [self release];
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93 return nil;
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94 }
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95
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96 /* create the buffers */
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97 glGenFramebuffersOES(1, &viewFramebuffer);
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98 glGenRenderbuffersOES(1, &viewRenderbuffer);
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99
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100 glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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101 glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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102 [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
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103 glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
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104
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105 glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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106 glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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107
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108 if (useDepthBuffer) {
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109 glGenRenderbuffersOES(1, &depthRenderbuffer);
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110 glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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111 glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
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112 glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
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113 }
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114
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115 if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
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116 return NO;
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117 }
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118 /* end create buffers */
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119
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120 /* Use the main screen scale (for retina display support) */
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121 if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)])
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122 self.contentScaleFactor = [UIScreen mainScreen].scale;
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123 }
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124 return self;
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125 }
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126
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127 - (void)setCurrentContext {
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128 [EAGLContext setCurrentContext:context];
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129 }
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130
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131
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132 - (void)swapBuffers {
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133 glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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134 [context presentRenderbuffer:GL_RENDERBUFFER_OES];
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135 }
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136
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137
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138 - (void)layoutSubviews {
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139 [EAGLContext setCurrentContext:context];
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140 }
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141
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142 - (void)destroyFramebuffer {
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143 glDeleteFramebuffersOES(1, &viewFramebuffer);
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144 viewFramebuffer = 0;
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145 glDeleteRenderbuffersOES(1, &viewRenderbuffer);
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146 viewRenderbuffer = 0;
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147
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148 if (depthRenderbuffer) {
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149 glDeleteRenderbuffersOES(1, &depthRenderbuffer);
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150 depthRenderbuffer = 0;
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151 }
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152 }
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155 - (void)dealloc {
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156 [self destroyFramebuffer];
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157 if ([EAGLContext currentContext] == context) {
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158 [EAGLContext setCurrentContext:nil];
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159 }
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160 [context release];
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161 [super dealloc];
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162 }
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163
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164 @end
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165
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166 /* vi: set ts=4 sw=4 expandtab: */