view src/video/uikit/SDL_uikitopenglview.h @ 4525:3abf0b9cafad

pelya 2010-07-12 03:53:48 PDT In function GLES_RenderCopy() in SDL_renderer_gles.c:819 there is one memcpy() that can be avoided if we're updating whole texture. Because of that the SDL 1.3 in compatibility mode is working even slower than software rendering in SDL 1.2.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 14 Jul 2010 07:31:35 -0700
parents f7b03b6838cb
children b915b3181cc2
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2010 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/

#import <UIKit/UIKit.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>
#import "SDL_uikitview.h"
/*
	This class wraps the CAEAGLLayer from CoreAnimation into a convenient UIView subclass.
	The view content is basically an EAGL surface you render your OpenGL scene into.
	Note that setting the view non-opaque will only work if the EAGL surface has an alpha channel.
 */
/* *INDENT-OFF* */
@interface SDL_uikitopenglview : SDL_uikitview {
	
@private
	/* The pixel dimensions of the backbuffer */
	GLint backingWidth;
	GLint backingHeight;
	
	EAGLContext *context;
	
	/* OpenGL names for the renderbuffer and framebuffers used to render to this view */
	GLuint viewRenderbuffer, viewFramebuffer;
	
	/* OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist) */
	GLuint depthRenderbuffer;
	
}

@property (nonatomic, retain, readonly) EAGLContext *context;

- (void)swapBuffers;
- (void)setCurrentContext;

- (id)initWithFrame:(CGRect)frame
	retainBacking:(BOOL)retained \
	rBits:(int)rBits \
	gBits:(int)gBits \
	bBits:(int)bBits \
	aBits:(int)aBits \
	depthBits:(int)depthBits;

@end
/* *INDENT-ON* */