[Cogl] [PATCH 3/3] Support retrieving depth textures from framebuffers
Damien Lespiau
damien.lespiau at gmail.com
Wed May 23 10:23:47 PDT 2012
From: Damien Lespiau <damien.lespiau at intel.com>
This commit introduces two new funtions on framebuffers to be able to
retrieve the depth buffer as a texture for further usage, say, to
implement shadow mapping.
The proposed API works as follow:
* Before the framebuffer is allocated, you can request that a depth
texture is created with cogl_framebuffer_enable_depth_texture()
* cogl_framebuffer_get_depth_texture() can then be used to grab a
CoglTexture
---
cogl/cogl-bitmap-conversion.c | 5 +
cogl/cogl-bitmap-packing.h | 10 ++
cogl/cogl-context.h | 3 +
cogl/cogl-framebuffer-private.h | 3 +
cogl/cogl-framebuffer.c | 170 +++++++++++++++++++++------
cogl/cogl-framebuffer.h | 42 +++++++
cogl/cogl-types.h | 28 ++++-
cogl/driver/gl/cogl-gl.c | 7 +
cogl/driver/gl/cogl-texture-driver-gl.c | 27 +++++
cogl/driver/gles/cogl-gles.c | 6 +
cogl/driver/gles/cogl-texture-driver-gles.c | 27 +++++
examples/cogl-info.c | 6 +
12 files changed, 289 insertions(+), 45 deletions(-)
diff --git a/cogl/cogl-bitmap-conversion.c b/cogl/cogl-bitmap-conversion.c
index 6a57dbf..6e918da 100644
--- a/cogl/cogl-bitmap-conversion.c
+++ b/cogl/cogl-bitmap-conversion.c
@@ -306,6 +306,11 @@ _cogl_bitmap_needs_short_temp_buffer (CoglPixelFormat format)
floats */
switch (format)
{
+ case COGL_PIXEL_FORMAT_DEPTH_ANY:
+ case COGL_PIXEL_FORMAT_DEPTH_16:
+ case COGL_PIXEL_FORMAT_DEPTH_24:
+ case COGL_PIXEL_FORMAT_DEPTH_32:
+ case COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8:
case COGL_PIXEL_FORMAT_ANY:
case COGL_PIXEL_FORMAT_YUV:
g_assert_not_reached ();
diff --git a/cogl/cogl-bitmap-packing.h b/cogl/cogl-bitmap-packing.h
index 6c0a985..b12986f 100644
--- a/cogl/cogl-bitmap-packing.h
+++ b/cogl/cogl-bitmap-packing.h
@@ -370,6 +370,11 @@ G_PASTE (_cogl_unpack_, component_type) (CoglPixelFormat format,
case COGL_PIXEL_FORMAT_ABGR_2101010_PRE:
G_PASTE (_cogl_unpack_abgr_2101010_, component_type) (src, dst, width);
break;
+ case COGL_PIXEL_FORMAT_DEPTH_ANY:
+ case COGL_PIXEL_FORMAT_DEPTH_16:
+ case COGL_PIXEL_FORMAT_DEPTH_24:
+ case COGL_PIXEL_FORMAT_DEPTH_32:
+ case COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8:
case COGL_PIXEL_FORMAT_ANY:
case COGL_PIXEL_FORMAT_YUV:
g_assert_not_reached ();
@@ -711,6 +716,11 @@ G_PASTE (_cogl_pack_, component_type) (CoglPixelFormat format,
case COGL_PIXEL_FORMAT_ABGR_2101010_PRE:
G_PASTE (_cogl_pack_abgr_2101010_, component_type) (src, dst, width);
break;
+ case COGL_PIXEL_FORMAT_DEPTH_ANY:
+ case COGL_PIXEL_FORMAT_DEPTH_16:
+ case COGL_PIXEL_FORMAT_DEPTH_24:
+ case COGL_PIXEL_FORMAT_DEPTH_32:
+ case COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8:
case COGL_PIXEL_FORMAT_ANY:
case COGL_PIXEL_FORMAT_YUV:
g_assert_not_reached ();
diff --git a/cogl/cogl-context.h b/cogl/cogl-context.h
index e2120d7..f4b1950 100644
--- a/cogl/cogl-context.h
+++ b/cogl/cogl-context.h
@@ -203,6 +203,8 @@ cogl_is_context (void *object);
* @COGL_FEATURE_ID_SWAP_BUFFERS_EVENT:
* Available if the window system supports reporting an event
* for swap buffer completions.
+ * @COGL_FEATURE_ID_DEPTH_TEXTURE: Whether #CoglFramebuffer support rendering
+ * the depth buffer to a texture.
*
* All the capabilities that can vary between different GPUs supported
* by Cogl. Applications that depend on any of these features should explicitly
@@ -230,6 +232,7 @@ typedef enum _CoglFeatureID
COGL_FEATURE_ID_MAP_BUFFER_FOR_WRITE,
COGL_FEATURE_ID_MIRRORED_REPEAT,
COGL_FEATURE_ID_SWAP_BUFFERS_EVENT,
+ COGL_FEATURE_ID_DEPTH_TEXTURE,
/*< private > */
_COGL_N_FEATURE_IDS
diff --git a/cogl/cogl-framebuffer-private.h b/cogl/cogl-framebuffer-private.h
index 0081a2f..f2643f5 100644
--- a/cogl/cogl-framebuffer-private.h
+++ b/cogl/cogl-framebuffer-private.h
@@ -49,6 +49,7 @@ typedef enum _CoglFramebufferType {
typedef struct
{
CoglSwapChain *swap_chain;
+ gboolean need_depth_texture;
gboolean need_stencil;
int samples_per_pixel;
gboolean swap_throttled;
@@ -166,6 +167,8 @@ struct _CoglOffscreen
int texture_level_width;
int texture_level_height;
+ CoglTexture *depth_texture;
+
/* FIXME: _cogl_offscreen_new_to_texture_full should be made to use
* fb->config to configure if we want a depth or stencil buffer so
* we can get rid of these flags */
diff --git a/cogl/cogl-framebuffer.c b/cogl/cogl-framebuffer.c
index 30613f7..c219ab4 100644
--- a/cogl/cogl-framebuffer.c
+++ b/cogl/cogl-framebuffer.c
@@ -881,52 +881,125 @@ try_creating_fbo (CoglOffscreen *offscreen,
if (flags & _TRY_DEPTH24_STENCIL8)
{
- /* Create a renderbuffer for depth and stenciling */
- GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
- GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
- if (n_samples)
- GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
- n_samples,
- GL_DEPTH24_STENCIL8,
- width, height));
+ if (fb->config.need_depth_texture)
+ {
+ /* We need a depth texture, so let's attatch a newly created
+ * GL_DEPTH24_STENCIL8 texture to the GL_DEPTH_ATTACHMENT and
+ * GL_STENCIL_ATTACHMENT attachement points */
+ CoglTexture2D *depth_texture;
+ int width, height;
+
+ width = cogl_texture_get_width (offscreen->texture);
+ height = cogl_texture_get_height (offscreen->texture);
+
+ depth_texture =
+ cogl_texture_2d_new_with_size (ctx,
+ width, height,
+ COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8,
+ NULL);
+
+ cogl_texture_get_gl_texture (COGL_TEXTURE (depth_texture),
+ &tex_gl_handle, &tex_gl_target);
+
+ GE (ctx, glFramebufferTexture2D (GL_DRAW_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT,
+ tex_gl_target, tex_gl_handle,
+ 0));
+ GE (ctx, glFramebufferTexture2D (GL_DRAW_FRAMEBUFFER,
+ GL_STENCIL_ATTACHMENT,
+ tex_gl_target, tex_gl_handle,
+ 0));
+
+ offscreen->depth_texture = COGL_TEXTURE (depth_texture);
+ _cogl_texture_associate_framebuffer (offscreen->depth_texture, fb);
+ }
else
- GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
- width, height));
- GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
- GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
- GL_STENCIL_ATTACHMENT,
- GL_RENDERBUFFER,
- gl_depth_stencil_handle));
- GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
- GL_DEPTH_ATTACHMENT,
- GL_RENDERBUFFER,
- gl_depth_stencil_handle));
- offscreen->renderbuffers =
- g_slist_prepend (offscreen->renderbuffers,
- GUINT_TO_POINTER (gl_depth_stencil_handle));
+ {
+ /* renderbuffer for depth and stenciling */
+ GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
+ GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
+
+ if (n_samples)
+ GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
+ n_samples,
+ GL_DEPTH24_STENCIL8,
+ width, height));
+ else
+ GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER,
+ GL_DEPTH24_STENCIL8,
+ width, height));
+
+ GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
+ GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
+ GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER,
+ gl_depth_stencil_handle));
+
+ GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER,
+ gl_depth_stencil_handle));
+ offscreen->renderbuffers =
+ g_slist_prepend (offscreen->renderbuffers,
+ GUINT_TO_POINTER (gl_depth_stencil_handle));
+ }
}
if (flags & _TRY_DEPTH)
{
- GE (ctx, glGenRenderbuffers (1, &gl_depth_handle));
- GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_handle));
/* For now we just ask for GL_DEPTH_COMPONENT16 since this is all that's
* available under GLES */
- if (n_samples)
- GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
- n_samples,
- GL_DEPTH_COMPONENT16,
- width, height));
+
+ if (fb->config.need_depth_texture)
+ {
+ /* We need a depth texture, so let's attatch a newly created
+ * GL_DEPTH_COMPONENT16 texture to the GL_DEPTH_ATTACHMENT
+ * attachement point */
+ CoglTexture2D *depth_texture;
+ int width, height;
+
+ width = cogl_texture_get_width (offscreen->texture);
+ height = cogl_texture_get_height (offscreen->texture);
+
+ depth_texture =
+ cogl_texture_2d_new_with_size (ctx,
+ width, height,
+ COGL_PIXEL_FORMAT_DEPTH_16,
+ NULL);
+
+ cogl_texture_get_gl_texture (COGL_TEXTURE (depth_texture),
+ &tex_gl_handle, &tex_gl_target);
+
+ GE (ctx, glFramebufferTexture2D (GL_DRAW_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT,
+ tex_gl_target, tex_gl_handle,
+ 0));
+
+ offscreen->depth_texture = COGL_TEXTURE (depth_texture);
+ _cogl_texture_associate_framebuffer (offscreen->depth_texture, fb);
+ }
else
- GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
- width, height));
- GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
- GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
- GL_DEPTH_ATTACHMENT,
- GL_RENDERBUFFER, gl_depth_handle));
- offscreen->renderbuffers =
- g_slist_prepend (offscreen->renderbuffers,
- GUINT_TO_POINTER (gl_depth_handle));
+ {
+ /* renderbuffer for depth and stenciling */
+ GE (ctx, glGenRenderbuffers (1, &gl_depth_handle));
+ GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_handle));
+ if (n_samples)
+ GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
+ n_samples,
+ GL_DEPTH_COMPONENT16,
+ width, height));
+ else
+ GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER,
+ GL_DEPTH_COMPONENT16,
+ width, height));
+ GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
+ GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, gl_depth_handle));
+ offscreen->renderbuffers =
+ g_slist_prepend (offscreen->renderbuffers,
+ GUINT_TO_POINTER (gl_depth_handle));
+ }
}
if (flags & _TRY_STENCIL)
@@ -1792,6 +1865,27 @@ cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer)
return framebuffer->format;
}
+void
+cogl_framebuffer_enable_depth_texture (CoglFramebuffer *framebuffer,
+ gboolean enabled)
+{
+ _COGL_RETURN_IF_FAIL (!framebuffer->allocated);
+
+ framebuffer->config.need_depth_texture = enabled;
+}
+
+CoglTexture *
+cogl_framebuffer_get_depth_texture (CoglFramebuffer *framebuffer)
+{
+ _COGL_RETURN_VAL_IF_FAIL (cogl_is_offscreen (framebuffer),
+ COGL_INVALID_HANDLE);
+
+ if (!cogl_framebuffer_allocate (framebuffer, NULL))
+ return COGL_INVALID_HANDLE;
+
+ return COGL_OFFSCREEN(framebuffer)->depth_texture;
+}
+
int
cogl_framebuffer_get_samples_per_pixel (CoglFramebuffer *framebuffer)
{
diff --git a/cogl/cogl-framebuffer.h b/cogl/cogl-framebuffer.h
index 07886db..7a568f1 100644
--- a/cogl/cogl-framebuffer.h
+++ b/cogl/cogl-framebuffer.h
@@ -43,6 +43,7 @@
#include <cogl/cogl-pipeline.h>
#include <cogl/cogl-indices.h>
#include <cogl/cogl-bitmap.h>
+#include <cogl/cogl-texture.h>
G_BEGIN_DECLS
@@ -774,6 +775,47 @@ CoglPixelFormat
cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer);
/**
+ * cogl_framebuffer_enable_depth_texture:
+ * @framebuffer: A #CoglFramebuffer
+ * @enabled: TRUE or FALSE
+ *
+ * If @enabled is #TRUE, the depth buffer used when rendering to @framebuffer
+ * is available as a texture. You can retrieve the texture with
+ * cogl_framebuffer_get_depth_texture().
+ *
+ * <note>It's possible that your GPU does not support depth textures. You
+ * should check the COGL_FEATURE_ID_DEPTH_TEXTURE feature before using this
+ * function.</note>
+ * <note>It's not valid to call this function after the framebuffer has been
+ * allocated as the creation of the depth texture is done at allocation time.
+ * </note>
+ *
+ * Since: 2.0
+ */
+void
+cogl_framebuffer_enable_depth_texture (CoglFramebuffer *framebuffer,
+ gboolean enabled);
+
+/**
+ * cogl_framebuffer_get_depth_texture:
+ * @framebuffer: A #CoglFramebuffer
+ *
+ * Retrieves the depth buffer of @framebuffer as a #CoglTexture. You need to
+ * call cogl_framebuffer_get_depth_texture(fb, TRUE); before using this
+ * function.
+ *
+ * <note>Calling this function implicitely allocates the framebuffer.</note>
+ * <note>The texture returned stays valid as long as the framebuffer stays
+ * valid.</note>
+ *
+ * Returns: (transfer none): the depth texture
+ *
+ * Since: 2.0
+ */
+CoglTexture *
+cogl_framebuffer_get_depth_texture (CoglFramebuffer *framebuffer);
+
+/**
* cogl_framebuffer_set_samples_per_pixel:
* @framebuffer: A #CoglFramebuffer framebuffer
* @samples_per_pixel: The minimum number of samples per pixel
diff --git a/cogl/cogl-types.h b/cogl/cogl-types.h
index 92c5e9a..73dd9bb 100644
--- a/cogl/cogl-types.h
+++ b/cogl/cogl-types.h
@@ -167,18 +167,22 @@ typedef struct _CoglTextureVertex CoglTextureVertex;
#define COGL_BGR_BIT (1 << 5)
#define COGL_AFIRST_BIT (1 << 6)
#define COGL_PREMULT_BIT (1 << 7)
+#define COGL_DEPTH_BIT (1 << 8)
+#define COGL_STENCIL_BIT (1 << 9)
/* XXX: Notes to those adding new formats here...
*
* First this diagram outlines how we allocate the 32bits of a
* CoglPixelFormat currently...
*
- * 4 bits for flags
- * |--|
+ * 6 bits for flags
+ * |-----|
* enum unused 4 bits for the bytes-per-pixel
* and component alignment info
- * |------| |---------------| |--|
- * 00000000 xxxxxxxx xxxxxxxx PFBA0000
+ * |------| |-------------| |--|
+ * 00000000 xxxxxxxx xxxxxxSD PFBA0000
+ * ^ stencil
+ * ^ depth
* ^ premult
* ^ alpha first
* ^ bgr order
@@ -200,7 +204,7 @@ typedef struct _CoglTextureVertex CoglTextureVertex;
* 4-6 = 2 bpp, not aligned (e.g. 565, 4444, 5551)
* 7 = YUV: undefined bpp, undefined alignment
* 9 = 2 bpp, aligned
- * 10 = undefined
+ * 10 = depth, aligned (8, 16, 24, 32, 32f)
* 11 = undefined
* 12 = 3 bpp, not aligned
* 13 = 4 bpp, not aligned (e.g. 2101010)
@@ -318,7 +322,14 @@ typedef enum { /*< prefix=COGL_PIXEL_FORMAT >*/
COGL_PIXEL_FORMAT_RGBA_1010102_PRE = (COGL_PIXEL_FORMAT_RGBA_1010102 | COGL_PREMULT_BIT),
COGL_PIXEL_FORMAT_BGRA_1010102_PRE = (COGL_PIXEL_FORMAT_BGRA_1010102 | COGL_PREMULT_BIT),
COGL_PIXEL_FORMAT_ARGB_2101010_PRE = (COGL_PIXEL_FORMAT_ARGB_2101010 | COGL_PREMULT_BIT),
- COGL_PIXEL_FORMAT_ABGR_2101010_PRE = (COGL_PIXEL_FORMAT_ABGR_2101010 | COGL_PREMULT_BIT)
+ COGL_PIXEL_FORMAT_ABGR_2101010_PRE = (COGL_PIXEL_FORMAT_ABGR_2101010 | COGL_PREMULT_BIT),
+
+ COGL_PIXEL_FORMAT_DEPTH_ANY = (0 | COGL_DEPTH_BIT),
+ COGL_PIXEL_FORMAT_DEPTH_16 = (9 | COGL_DEPTH_BIT),
+ COGL_PIXEL_FORMAT_DEPTH_24 = (2 | COGL_DEPTH_BIT),
+ COGL_PIXEL_FORMAT_DEPTH_32 = (3 | COGL_DEPTH_BIT),
+
+ COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8 = (3 | COGL_DEPTH_BIT | COGL_STENCIL_BIT)
} CoglPixelFormat;
/**
@@ -361,6 +372,8 @@ typedef enum { /*< prefix=COGL_PIXEL_FORMAT >*/
* supported with CoglBufferAccess including read support.
* @COGL_FEATURE_MAP_BUFFER_FOR_WRITE: Whether cogl_buffer_map() is
* supported with CoglBufferAccess including write support.
+ * @COGL_FEATURE_DEPTH_TEXTURE: Whether #CoglFramebuffer support rendering the
+ * depth buffer to a texture.
*
* Flags for the supported features.
*
@@ -390,7 +403,8 @@ typedef enum
COGL_FEATURE_SHADERS_ARBFP = (1 << 20),
COGL_FEATURE_MAP_BUFFER_FOR_READ = (1 << 21),
COGL_FEATURE_MAP_BUFFER_FOR_WRITE = (1 << 22),
- COGL_FEATURE_ONSCREEN_MULTIPLE = (1 << 23)
+ COGL_FEATURE_ONSCREEN_MULTIPLE = (1 << 23),
+ COGL_FEATURE_DEPTH_TEXTURE = (1 << 24)
} CoglFeatureFlags;
/**
diff --git a/cogl/driver/gl/cogl-gl.c b/cogl/driver/gl/cogl-gl.c
index b35ddbe..7bcee59 100644
--- a/cogl/driver/gl/cogl-gl.c
+++ b/cogl/driver/gl/cogl-gl.c
@@ -216,6 +216,13 @@ _cogl_gl_update_features (CoglContext *context,
COGL_FEATURE_ID_OFFSCREEN_MULTISAMPLE, TRUE);
}
+ if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 3, 0) ||
+ _cogl_check_extension ("GL_ARB_depth_texture", gl_extensions))
+ {
+ flags |= COGL_FEATURE_DEPTH_TEXTURE;
+ COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_DEPTH_TEXTURE, TRUE);
+ }
+
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 1) ||
_cogl_check_extension ("GL_EXT_pixel_buffer_object", gl_extensions))
private_flags |= COGL_PRIVATE_FEATURE_PBOS;
diff --git a/cogl/driver/gl/cogl-texture-driver-gl.c b/cogl/driver/gl/cogl-texture-driver-gl.c
index 3d46ccb..66b247d 100644
--- a/cogl/driver/gl/cogl-texture-driver-gl.c
+++ b/cogl/driver/gl/cogl-texture-driver-gl.c
@@ -517,6 +517,33 @@ _cogl_texture_driver_pixel_format_to_gl (CoglPixelFormat format,
gltype = GL_UNSIGNED_SHORT_5_5_5_1;
break;
+ case COGL_PIXEL_FORMAT_DEPTH_ANY:
+ glintformat = GL_DEPTH_COMPONENT;
+ glformat = GL_DEPTH_COMPONENT;
+ gltype = GL_UNSIGNED_BYTE;
+ break;
+ case COGL_PIXEL_FORMAT_DEPTH_16:
+ glintformat = GL_DEPTH_COMPONENT16;
+ glformat = GL_DEPTH_COMPONENT;
+ gltype = GL_UNSIGNED_SHORT;
+ break;
+ case COGL_PIXEL_FORMAT_DEPTH_24:
+ glintformat = GL_DEPTH_COMPONENT24;
+ glformat = GL_DEPTH_COMPONENT;
+ gltype = GL_UNSIGNED_INT;
+ break;
+ case COGL_PIXEL_FORMAT_DEPTH_32:
+ glintformat = GL_DEPTH_COMPONENT32;
+ glformat = GL_DEPTH_COMPONENT;
+ gltype = GL_UNSIGNED_INT;
+ break;
+
+ case COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8:
+ glintformat = GL_DEPTH24_STENCIL8;
+ glformat = GL_DEPTH_STENCIL;
+ gltype = GL_UNSIGNED_INT_24_8;
+ break;
+
case COGL_PIXEL_FORMAT_ANY:
case COGL_PIXEL_FORMAT_YUV:
g_assert_not_reached ();
diff --git a/cogl/driver/gles/cogl-gles.c b/cogl/driver/gles/cogl-gles.c
index 8087ae0..8ba0cc6 100644
--- a/cogl/driver/gles/cogl-gles.c
+++ b/cogl/driver/gles/cogl-gles.c
@@ -120,6 +120,12 @@ _cogl_gles_update_features (CoglContext *context,
COGL_FEATURE_ID_UNSIGNED_INT_INDICES, TRUE);
}
+ if (_cogl_check_extension ("GL_OES_depth_texture"))
+ {
+ flags |= COGL_FEATURE_DEPTH_TEXTURE;
+ COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_DEPTH_TEXTURE, TRUE);
+ }
+
if (_cogl_check_extension ("GL_OES_texture_npot", gl_extensions))
{
flags |= (COGL_FEATURE_TEXTURE_NPOT |
diff --git a/cogl/driver/gles/cogl-texture-driver-gles.c b/cogl/driver/gles/cogl-texture-driver-gles.c
index 21cfb61..5bee0e6 100644
--- a/cogl/driver/gles/cogl-texture-driver-gles.c
+++ b/cogl/driver/gles/cogl-texture-driver-gles.c
@@ -478,6 +478,33 @@ _cogl_texture_driver_pixel_format_to_gl (CoglPixelFormat format,
gltype = GL_UNSIGNED_SHORT_5_5_5_1;
break;
+ case COGL_PIXEL_FORMAT_DEPTH_ANY:
+ glintformat = GL_DEPTH_COMPONENT;
+ glformat = GL_DEPTH_COMPONENT;
+ gltype = GL_UNSIGNED_BYTE;
+ break;
+ case COGL_PIXEL_FORMAT_DEPTH_16:
+ glintformat = GL_DEPTH_COMPONENT16;
+ glformat = GL_DEPTH_COMPONENT;
+ gltype = GL_UNSIGNED_SHORT;
+ break;
+ case COGL_PIXEL_FORMAT_DEPTH_24:
+ glintformat = GL_DEPTH_COMPONENT24;
+ glformat = GL_DEPTH_COMPONENT;
+ gltype = GL_UNSIGNED_INT;
+ break;
+ case COGL_PIXEL_FORMAT_DEPTH_32:
+ glintformat = GL_DEPTH_COMPONENT32;
+ glformat = GL_DEPTH_COMPONENT;
+ gltype = GL_UNSIGNED_INT;
+ break;
+
+ case COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8:
+ glintformat = GL_DEPTH24_STENCIL8;
+ glformat = GL_DEPTH_STENCIL;
+ gltype = GL_UNSIGNED_INT_24_8;
+ break;
+
case COGL_PIXEL_FORMAT_ANY:
case COGL_PIXEL_FORMAT_YUV:
g_assert_not_reached ();
diff --git a/examples/cogl-info.c b/examples/cogl-info.c
index 988e991..808f3ed 100644
--- a/examples/cogl-info.c
+++ b/examples/cogl-info.c
@@ -103,6 +103,12 @@ struct {
COGL_FEATURE_ID_MIRRORED_REPEAT,
"Mirrored repeat wrap modes",
"Mirrored repeat wrap modes"
+ },
+ {
+ COGL_FEATURE_ID_DEPTH_TEXTURE,
+ "Depth Textures",
+ "CoglFramebuffers can be configured to render their depth buffer into "
+ "a texture"
}
};
--
1.7.7.5
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