Beispiel #1
0
        /// <summary>
        ///   Try a certain packed depth/stencil format, and return the status.
        /// </summary>
        /// <param name="packedFormat"> </param>
        /// <returns> true if this combo is supported, false if not </returns>
        private bool TryPacketFormat(All packedFormat)
        {
            int packedRB = 0;

            /// Generate renderbuffer
            OpenGLOES.GenRenderbuffers(1, ref packedRB);

            //bind it to FBO
            OpenGLOES.BindRenderbuffer(All.RenderbufferOes, packedRB);

            /// Allocate storage for buffer
            OpenGLOES.RenderbufferStorage(All.RenderbufferOes, packedFormat, ProbeSize, ProbeSize);

            /// Attach depth
            OpenGLOES.FramebufferRenderbuffer(All.FramebufferOes, All.DepthAttachmentOes, All.RenderbufferOes, packedRB);

            /// Attach stencil
            OpenGLOES.FramebufferRenderbuffer(All.FramebufferOes, All.StencilAttachmentOes, All.RenderbufferOes, packedRB);

            All status = OpenGLOES.CheckFramebufferStatus(All.FramebufferOes);

            /// Detach and destroy
            OpenGLOES.FramebufferRenderbuffer(All.FramebufferOes, All.DepthAttachmentOes, All.RenderbufferOes, 0);
            OpenGLOES.FramebufferRenderbuffer(All.FramebufferOes, All.StencilAttachmentOes, All.RenderbufferOes, 0);
            OpenGLOES.DeleteRenderbuffers(1, ref packedRB);

            return(status == All.FramebufferCompleteOes);
        }
Beispiel #2
0
        /// <summary>
        ///   Try a certain FBO format, and return the status. Also sets mDepthRB and mStencilRB.
        /// </summary>
        /// <param name="depthFormat"> </param>
        /// <param name="stencilFormat"> </param>
        /// <returns> true if this combo is supported, false if not </returns>
        private bool TryFormat(All depthFormat, All stencilFormat)
        {
            int status = 0, depthRB = 0, stencilRB = 0;

            if (depthFormat != 0)
            {
                /// Generate depth renderbuffer
                OpenGLOES.GenRenderbuffers(1, ref depthRB);

                /// Bind it to FBO;
                OpenGLOES.RenderbufferStorage(All.RenderbufferOes, depthFormat, ProbeSize, ProbeSize);

                /// Attach depth
                OpenGLOES.FramebufferRenderbuffer(All.FramebufferOes, All.DepthAttachmentOes, All.RenderbufferOes, depthRB);
            }
            // Stencil buffers aren't available on iPhone
            if (stencilFormat != 0)
            {
                /// Generate stencil renderbuffer
                OpenGLOES.GenRenderbuffers(1, ref stencilRB);

                //bind it to FBO
                OpenGLOES.BindRenderbuffer(All.RenderbufferOes, stencilRB);

                /// Allocate storage for stencil buffer
                OpenGLOES.RenderbufferStorage(All.RenderbufferOes, stencilFormat, ProbeSize, ProbeSize);

                /// Attach stencil
                OpenGLOES.FramebufferRenderbuffer(All.FramebufferOes, All.StencilAttachmentOes, All.RenderbufferOes, stencilRB);
            }

            status = (int)OpenGLOES.CheckFramebufferStatus(All.FramebufferOes);

            OpenGLOES.FramebufferRenderbuffer(All.FramebufferOes, All.DepthAttachmentOes, All.RenderbufferOes, depthRB);
            OpenGLOES.FramebufferRenderbuffer(All.FramebufferOes, All.StencilAttachmentOes, All.RenderbufferOes, stencilRB);

            if (depthRB != 0)
            {
                OpenGLOES.DeleteRenderbuffers(1, ref depthRB);
            }

            if (stencilRB != 0)
            {
                OpenGLOES.DeleteRenderbuffers(1, ref stencilRB);
            }

            //Clear OpenGL Errors create because of the evaluation
            while (OpenGL.GetError() != All.NoError)
            {
                ;
            }

            return(status == (int)All.FramebufferCompleteOes);
        }
Beispiel #3
0
        /// <summary>
        /// </summary>
        /// <param name="format"> </param>
        /// <param name="width"> </param>
        /// <param name="height"> </param>
        /// <param name="numSamples"> </param>
        public GLESRenderBuffer(All format, int width, int height, int numSamples)
            : base(width, height, 1, GLESPixelUtil.GetClosestAxiomFormat(format), BufferUsage.WriteOnly)
        {
            _glInternalFormat = format;
            /// Generate renderbuffer
            OpenGLOES.GenRenderbuffers(1, ref this._renderbufferID);
            GLESConfig.GlCheckError(this);
            /// Bind it to FBO
            OpenGLOES.BindRenderbuffer(All.RenderbufferOes, this._renderbufferID);
            GLESConfig.GlCheckError(this);

            /// Allocate storage for depth buffer
            if (numSamples <= 0)
            {
                OpenGLOES.RenderbufferStorage(All.RenderbufferOes, format, width, height);
                GLESConfig.GlCheckError(this);
            }
        }
Beispiel #4
0
        /// <summary>
        ///   Detect which internal formats are allowed as RTT Also detect what combinations of stencil and depth are allowed with this internal format.
        /// </summary>
        private void DetectFBOFormats()
        {
            // Try all formats, and report which ones work as target
            int fb = 0, tid = 0;
            All target = All.Texture2D;

            for (int x = 0; x < (int)Media.PixelFormat.Count; x++)
            {
                LogManager.Instance.Write("[GLES] [DEBUG] testing PixelFormat : {0}", (Media.PixelFormat)x);

                this._props[x]         = new FormatProperties();
                this._props[x].Modes   = new List <FormatProperties.Mode>();
                this._props[x].IsValid = false;

                // Fetch GL format token
                All fmt = GLESPixelUtil.GetClosestGLInternalFormat((Media.PixelFormat)x);
                LogManager.Instance.Write("[GLES] [DEBUG] fmt={0}", fmt);
                if (fmt == All.Zero && x != 0)
                {
                    continue;
                }

                // No test for compressed formats
                if (PixelUtil.IsCompressed((Media.PixelFormat)x))
                {
                    continue;
                }

                // Create and attach framebuffer
                OpenGLOES.GenRenderbuffers(1, ref fb);
                GLESConfig.GlCheckError(this);
                OpenGLOES.BindFramebuffer(All.FramebufferOes, fb);
                GLESConfig.GlCheckError(this);

                if (fmt != All.Zero)
                {
                    // Create and attach texture
                    OpenGL.GenTextures(1, ref tid);
                    GLESConfig.GlCheckError(this);
                    OpenGL.BindTexture(target, tid);
                    GLESConfig.GlCheckError(this);

                    // Set some default parameters
                    OpenGL.TexParameterx(target, All.TextureMinFilter, (int)All.LinearMipmapNearest);
                    GLESConfig.GlCheckError(this);
                    OpenGL.TexParameterx(target, All.TextureMagFilter, (int)All.Nearest);
                    GLESConfig.GlCheckError(this);
                    OpenGL.TexParameterx(target, All.TextureWrapS, (int)All.ClampToEdge);
                    GLESConfig.GlCheckError(this);
                    OpenGL.TexParameterx(target, All.TextureWrapT, (int)All.ClampToEdge);
                    GLESConfig.GlCheckError(this);

                    OpenGL.TexImage2D(target, 0, (int)fmt, ProbeSize, ProbeSize, 0, fmt, All.UnsignedByte, IntPtr.Zero);
                    GLESConfig.GlCheckError(this);
                    OpenGLOES.FramebufferTexture2D(All.FramebufferOes, All.ColorAttachment0Oes, target, tid, 0);
                    GLESConfig.GlCheckError(this);
                }

                // Check status
                All status = OpenGLOES.CheckFramebufferStatus(All.FramebufferOes);
                GLESConfig.GlCheckError(this);
                LogManager.Instance.Write("[GLES] [DEBUG] status={0}", status);

                // Ignore status in case of fmt==GL_NONE, because no implementation will accept
                // a buffer without *any* attachment. Buffers with only stencil and depth attachment
                // might still be supported, so we must continue probing.
                if (fmt == 0 || status == All.FramebufferCompleteOes)
                {
                    this._props[x].IsValid = true;
                    var str = new StringBuilder();
                    str.Append("FBO " + PixelUtil.GetFormatName((Media.PixelFormat)x) + " depth/stencil support: ");

                    // For each depth/stencil formats
                    for (int depth = 0; depth < DepthFormats.Length; ++depth)
                    {
                        if (DepthFormats[depth] != All.Depth24Stencil8Oes)
                        {
                            // General depth/stencil combination
                            for (int stencil = 0; stencil < StencilFormats.Length; ++stencil)
                            {
                                if (TryFormat(DepthFormats[depth], StencilFormats[stencil]))
                                {
                                    /// Add mode to allowed modes
                                    str.Append("D" + DepthBits[depth] + "S" + StencilBits[stencil] + " ");
                                    var mode = new FormatProperties.Mode();
                                    mode.Depth   = depth;
                                    mode.Stencil = stencil;
                                    this._props[x].Modes.Add(mode);
                                }
                            }                     //end for stencil
                        }                         //end if
                        else
                        {
                            // Packed depth/stencil format
                            if (TryPacketFormat(DepthFormats[depth]))
                            {
                                /// Add mode to allowed modes
                                str.Append("Packed-D" + DepthBits[depth] + "S8" + " ");
                                var mode = new FormatProperties.Mode();
                                mode.Depth   = depth;
                                mode.Stencil = 0;                                 //unused
                                this._props[x].Modes.Add(mode);
                            }
                        }
                    }             //end for depth
                    LogManager.Instance.Write(str.ToString());
                }                 //end if
                                  // Delete texture and framebuffer
#if AXIOM_PLATFORM_IPHONE
                // The screen buffer is 1 on iPhone
                OpenGLOES.BindFramebuffer(All.FramebufferOes, 1);
#else
                OpenGLOES.BindFramebuffer(All.FramebufferOes, 0);
#endif
                GLESConfig.GlCheckError(this);
                OpenGLOES.DeleteFramebuffers(1, ref fb);
                GLESConfig.GlCheckError(this);
                if (fmt != 0)
                {
                    OpenGL.DeleteTextures(1, ref tid);
                }
            }             //end for pixelformat count

            string fmtstring = string.Empty;
            for (int x = 0; x < (int)Media.PixelFormat.Count; x++)
            {
                if (this._props[x].IsValid)
                {
                    fmtstring += PixelUtil.GetFormatName((Media.PixelFormat)x);
                }
            }
            LogManager.Instance.Write("[GLES] : Valid FBO targets " + fmtstring);
        }