view src/video/uikit/SDL_uikitopenglview.m @ 3096:ae4e80dbe330

Date: Tue, 17 Feb 2009 14:00:25 +0100 From: Stefan Klug Subject: [SDL] Possible bug, paused audio playing garbage On my WinCE device a paused audio device plays random garbage. This might also be the issue in the thread "sound cracks with SDL_mixer and AUDIO_S16LSB" I don't have that much knowledge of the SDL audio part, but the attached patch fixes it for me, and collapses two redundant ifs. I'm not sure if this is the correct way to fix this. Shouldn't the complete stream conversion part of the RunAudio loop be dependent on the paused property of the device? (not only the call to (*fill)(udata, istream, istream_len). Anyways. Would be great if the patch or a fix could find its way to SVN ;-) Cheers Stefan
author Sam Lantinga <slouken@libsdl.org>
date Mon, 23 Mar 2009 05:21:40 +0000
parents 99210400e8b9
children 5690ebc772c7
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/*
 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