Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitopenglview.m @ 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 | 99210400e8b9 |
children | 5690ebc772c7 |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 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 <QuartzCore/QuartzCore.h> #import <OpenGLES/EAGLDrawable.h> #import "SDL_uikitopenglview.h" @interface SDL_uikitopenglview (privateMethods) - (BOOL) createFramebuffer; - (void) destroyFramebuffer; @end @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 \ { NSString *colorFormat=nil; GLuint depthBufferFormat; BOOL useDepthBuffer; 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; } if (depthBits == 24) { useDepthBuffer = YES; depthBufferFormat = GL_DEPTH_COMPONENT24_OES; } else if (depthBits == 0) { useDepthBuffer = NO; } else { /* default case when depth buffer is not disabled */ /* strange, even when we use this, we seem to get a 24 bit depth buffer on iPhone. perhaps that's the only depth format iPhone actually supports */ useDepthBuffer = YES; depthBufferFormat = GL_DEPTH_COMPONENT16_OES; } if ((self = [super initWithFrame:frame])) { // Get the layer CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = YES; eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil]; context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES1]; if (!context || ![EAGLContext setCurrentContext:context]) { [self release]; return nil; } /* 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) { glGenRenderbuffersOES(1, &depthRenderbuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer); glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer); } if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) { return NO; } /* end create buffers */ } return self; } - (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