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authorSven Gothel <sgothel@jausoft.com>2014-01-24 05:01:40 +0100
committerSven Gothel <sgothel@jausoft.com>2014-01-24 05:01:40 +0100
commitb7f673dad7025400e445e8796305a3ea6b7c1679 (patch)
treeee95d6feb5e0977122d0d261bcae9f5bfb2141a3 /src/jogl/classes/com/jogamp/opengl
parent9a642c08f9ee818a89d5eab8ce16ca8e0ee7f9d9 (diff)
Bug 950 - Recognize full FBO capabilities for ES 3.0 - [GLContext|GL].hasFullFBOSupport() == true
OpenGL ES 3.0 supports full framebuffer operations, incl. multiple color-attachments and multisample. Hence [GLContext|GL].hasFullFBOSupport() shall returns true w/ a ES 3.0 context.
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/FBObject.java33
1 files changed, 17 insertions, 16 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/FBObject.java b/src/jogl/classes/com/jogamp/opengl/FBObject.java
index 72041a389..90a8dc073 100644
--- a/src/jogl/classes/com/jogamp/opengl/FBObject.java
+++ b/src/jogl/classes/com/jogamp/opengl/FBObject.java
@@ -32,6 +32,7 @@ import java.util.Arrays;
import javax.media.opengl.GL;
import javax.media.opengl.GL2ES2;
+import javax.media.opengl.GL2ES3;
import javax.media.opengl.GL2GL3;
import javax.media.opengl.GL3;
import javax.media.opengl.GLBase;
@@ -386,7 +387,7 @@ public class FBObject {
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, getName());
if( samples > 0 ) {
- ((GL2GL3)gl).glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, samples, format, getWidth(), getHeight());
+ ((GL2ES3)gl).glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, samples, format, getWidth(), getHeight());
} else {
gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, format, getWidth(), getHeight());
}
@@ -793,7 +794,7 @@ public class FBObject {
}
fullFBOSupport = gl.hasFullFBOSupport();
- rgba8Avail = gl.isGL2GL3() || gl.isExtensionAvailable(GLExtensions.OES_rgb8_rgba8);
+ rgba8Avail = gl.isGL2ES3() || gl.isExtensionAvailable(GLExtensions.OES_rgb8_rgba8);
depth24Avail = fullFBOSupport || gl.isExtensionAvailable(GLExtensions.OES_depth24);
depth32Avail = fullFBOSupport || gl.isExtensionAvailable(GLExtensions.OES_depth32);
stencil01Avail = fullFBOSupport || gl.isExtensionAvailable(GLExtensions.OES_stencil1);
@@ -1044,14 +1045,14 @@ public class FBObject {
return("FBO missing draw buffer");
case GL2GL3.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
return("FBO missing read buffer");
- case GL2GL3.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
+ case GL2ES3.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
return("FBO missing multisample buffer");
case GL3.GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
return("FBO missing layer targets");
case GL.GL_FRAMEBUFFER_UNSUPPORTED:
return("Unsupported FBO format");
- case GL2GL3.GL_FRAMEBUFFER_UNDEFINED:
+ case GL2ES3.GL_FRAMEBUFFER_UNDEFINED:
return("FBO undefined");
case 0:
@@ -1084,7 +1085,7 @@ public class FBObject {
}
case GL.GL_FRAMEBUFFER_UNSUPPORTED:
- case GL2GL3.GL_FRAMEBUFFER_UNDEFINED:
+ case GL2ES3.GL_FRAMEBUFFER_UNDEFINED:
case 0:
default:
@@ -2068,7 +2069,7 @@ public class FBObject {
*
* <p>
* In case you have attached more than one color buffer,
- * you may want to setup {@link GL2GL3#glDrawBuffers(int, int[], int)}.
+ * you may want to setup {@link GL2ES3#glDrawBuffers(int, int[], int)}.
* </p>
* @param gl the current GL context
* @throws GLException
@@ -2078,8 +2079,8 @@ public class FBObject {
checkInitialized();
if(samples > 0 && fullFBOSupport) {
// draw to multisampling - read from samplesSink
- gl.glBindFramebuffer(GL2GL3.GL_DRAW_FRAMEBUFFER, getWriteFramebuffer());
- gl.glBindFramebuffer(GL2GL3.GL_READ_FRAMEBUFFER, getReadFramebuffer());
+ gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, getWriteFramebuffer());
+ gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, getReadFramebuffer());
} else {
// one for all
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, getWriteFramebuffer());
@@ -2104,8 +2105,8 @@ public class FBObject {
if(fullFBOSupport) {
// default read/draw buffers, may utilize GLContext/GLDrawable override of
// GLContext.getDefaultDrawFramebuffer() and GLContext.getDefaultReadFramebuffer()
- gl.glBindFramebuffer(GL2GL3.GL_DRAW_FRAMEBUFFER, 0);
- gl.glBindFramebuffer(GL2GL3.GL_READ_FRAMEBUFFER, 0);
+ gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, 0);
+ gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, 0);
} else {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0); // default draw buffer
}
@@ -2155,7 +2156,7 @@ public class FBObject {
* </p>
* <p>
* In case you use this FBO w/o the {@link GLFBODrawable} and intend to employ {@link GL#glReadPixels(int, int, int, int, int, int, java.nio.Buffer) glReadPixels(..)}
- * you may want to call {@link GL#glBindFramebuffer(int, int) glBindFramebuffer}({@link GL2GL3#GL_READ_FRAMEBUFFER}, {@link #getReadFramebuffer()});
+ * you may want to call {@link GL#glBindFramebuffer(int, int) glBindFramebuffer}({@link GL2ES3#GL_READ_FRAMEBUFFER}, {@link #getReadFramebuffer()});
* </p>
* <p>Leaves the FBO unbound.</p>
*
@@ -2169,17 +2170,17 @@ public class FBObject {
samplingSinkDirty = false;
resetSamplingSink(gl);
checkPreGLError(gl);
- gl.glBindFramebuffer(GL2GL3.GL_READ_FRAMEBUFFER, fbName);
- gl.glBindFramebuffer(GL2GL3.GL_DRAW_FRAMEBUFFER, samplingSink.getWriteFramebuffer());
- ((GL2GL3)gl).glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, // since MSAA is supported, casting to GL2GL3 is OK
+ gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, fbName);
+ gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, samplingSink.getWriteFramebuffer());
+ ((GL2ES3)gl).glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, // since MSAA is supported, casting to GL2ES3 is OK
GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST);
checkNoError(null, gl.glGetError(), "FBObject syncSampleSink"); // throws GLException if error
}
if(fullFBOSupport) {
// default read/draw buffers, may utilize GLContext/GLDrawable override of
// GLContext.getDefaultDrawFramebuffer() and GLContext.getDefaultReadFramebuffer()
- gl.glBindFramebuffer(GL2GL3.GL_DRAW_FRAMEBUFFER, 0);
- gl.glBindFramebuffer(GL2GL3.GL_READ_FRAMEBUFFER, 0);
+ gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, 0);
+ gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, 0);
} else {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0); // default draw buffer
}