From 019a6fe3c2f5efe550d41f7262b8010d3cfa0aa0 Mon Sep 17 00:00:00 2001 From: Sven Gothel Date: Mon, 24 Jun 2019 22:05:47 +0200 Subject: iOS: EAGLLayer FBO w/ DEPTH buffer workaround 1 Notable bug as mentioned before: The FBO used and sharing the COLORBUFFER RENDERBUFFER memory resources with CAEAGLLayer to be displayed in the UIView seemingly cannot handle GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24 or GL_DEPTH_COMPONENT32 depth buffer - none at all (Device + Simulation). This workaround re-binds the used color renderbuffer for EAGLLayer presentation at the end of the FBO drawable instantiation. FBO DEPTH buffer works now as demonstrated w/ GearsES2. We have to issue one more test now, using a demo using an FBO itself. --- src/jogl/classes/jogamp/opengl/GLFBODrawableImpl.java | 10 ++++++++++ 1 file changed, 10 insertions(+) (limited to 'src/jogl/classes') diff --git a/src/jogl/classes/jogamp/opengl/GLFBODrawableImpl.java b/src/jogl/classes/jogamp/opengl/GLFBODrawableImpl.java index ea226b407..8ec3c0dd9 100644 --- a/src/jogl/classes/jogamp/opengl/GLFBODrawableImpl.java +++ b/src/jogl/classes/jogamp/opengl/GLFBODrawableImpl.java @@ -113,6 +113,7 @@ public class GLFBODrawableImpl extends GLDrawableImpl implements GLFBODrawable { final boolean useDepth = depthBits > 0; final boolean useStencil = stencilBits > 0; + FBObject.ColorAttachment pCA = null; fbo.init(gl, width, height, samples); if(fbo.getNumSamples() != samples) { @@ -122,6 +123,7 @@ public class GLFBODrawableImpl extends GLDrawableImpl implements GLFBODrawable { final FBObject.ColorAttachment ca = fbo.createColorAttachment(useAlpha); if( null != colorRenderbufferStorageDef ) { ca.setStorageDefinition(colorRenderbufferStorageDef); + pCA = ca; } fbo.attachColorbuffer(gl, 0, ca); } else { @@ -166,6 +168,14 @@ public class GLFBODrawableImpl extends GLDrawableImpl implements GLFBODrawable { // Also remedy for Bug 1020, i.e. OSX/Nvidia's FBO needs to be cleared before blitting, // otherwise first MSAA frame lacks antialiasing. fbo.bind(gl); + + if( null != pCA ) { + // FIXME: Apple iOS EAGLLayer doesn't show any content if the + // last bound RENDERBUFFER isn't the color renderbuffer, + // i.e. a subsequent bound DEPTH buffer has been attached. + gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, pCA.getName()); + } + if( setupViewportScissors ) { // Surfaceless: Set initial viewport/scissors gl.glViewport(0, 0, width, height); -- cgit v1.2.3