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-rw-r--r--src/jogl/classes/com/jogamp/opengl/FBObject.java25
1 files changed, 11 insertions, 14 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/FBObject.java b/src/jogl/classes/com/jogamp/opengl/FBObject.java
index a37817114..feadc05e1 100644
--- a/src/jogl/classes/com/jogamp/opengl/FBObject.java
+++ b/src/jogl/classes/com/jogamp/opengl/FBObject.java
@@ -947,7 +947,7 @@ public class FBObject {
colorbufferCount = 0;
textureAttachmentCount = 0;
- maxSamples = gl.getMaxRenderbufferSamples();
+ maxSamples = gl.getMaxRenderbufferSamples(); // if > 0 implies fullFBOSupport
gl.glGetIntegerv(GL.GL_MAX_TEXTURE_SIZE, val, 0);
final int _maxTextureSize = val[0];
if( 0 < USER_MAX_TEXTURE_SIZE ) {
@@ -2282,9 +2282,9 @@ public class FBObject {
/**
* Bind this FBO, i.e. bind write framebuffer to {@link #getWriteFramebuffer()}.
*
- * <p>If multisampling is used, it sets the read framebuffer to the sampling sink {@link #getWriteFramebuffer()},
- * if full FBO is supported.</p>
- *
+ * <p>
+ * If multisampling is used, it sets the read framebuffer to the sampling sink {@link #getWriteFramebuffer()}.
+ * </p>
* <p>
* In case you have attached more than one color buffer,
* you may want to setup {@link GL2ES3#glDrawBuffers(int, int[], int)}.
@@ -2295,15 +2295,12 @@ public class FBObject {
public final void bind(final GL gl) throws GLException {
if(!bound || fbName != gl.getBoundFramebuffer(GL.GL_FRAMEBUFFER)) {
checkInitialized();
- if(samples > 0 && fullFBOSupport) {
- // draw to multisampling - read from samplesSink
- gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, getWriteFramebuffer());
- gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, getReadFramebuffer());
+ if( fullFBOSupport ) {
+ gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, getWriteFramebuffer()); // this fb, msaa or normal
+ gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, getReadFramebuffer()); // msaa: sampling sink, normal: this fb
} else {
- // one for all
- gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, getWriteFramebuffer());
+ gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, getWriteFramebuffer()); // normal: read/write
}
-
bound = true;
samplingSinkDirty = true;
}
@@ -2384,12 +2381,12 @@ public class FBObject {
*/
public final void syncSamplingSink(final GL gl) {
markUnbound();
- if(samples>0 && samplingSinkDirty) {
+ if(samples>0 && samplingSinkDirty) { // implies fullFBOSupport
samplingSinkDirty = false;
resetSamplingSink(gl);
checkPreGLError(gl);
- gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, fbName);
- gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, samplingSink.getWriteFramebuffer());
+ gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, fbName); // read from this MSAA fb
+ gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, samplingSink.getWriteFramebuffer()); // write to sampling sink
((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