[Cogl] [PATCH 2/8] Support retrieving depth textures from framebuffers
Robert Bragg
robert at sixbynine.org
Thu Sep 6 09:29:30 PDT 2012
From: Damien Lespiau <damien.lespiau at intel.com>
This commit introduces two new functions 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 | 4 +-
cogl/cogl-framebuffer-private.h | 3 +
cogl/cogl-framebuffer.c | 155 +++++++++++++++++++++++++++++++++++++--
cogl/cogl-framebuffer.h | 41 ++++++++++
cogl/cogl-gles2-context.c | 1 +
cogl/cogl-types.h | 28 +++++--
cogl/driver/gl/cogl-gl.c | 34 +++++++++
cogl/driver/gles/cogl-gles.c | 40 ++++++++++
examples/cogl-info.c | 6 ++
11 files changed, 313 insertions(+), 14 deletions(-)
diff --git a/cogl/cogl-bitmap-conversion.c b/cogl/cogl-bitmap-conversion.c
index 17b26e6..9d06bd7 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 f84af02..aa79f05 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 17a04c9..596381f 100644
--- a/cogl/cogl-context.h
+++ b/cogl/cogl-context.h
@@ -183,7 +183,8 @@ cogl_is_context (void *object);
* for swap buffer completions.
* @COGL_FEATURE_ID_GLES2_CONTEXT: Whether creating new GLES2 contexts is
* suported.
- *
+ * @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
@@ -212,6 +213,7 @@ typedef enum _CoglFeatureID
COGL_FEATURE_ID_MIRRORED_REPEAT,
COGL_FEATURE_ID_SWAP_BUFFERS_EVENT,
COGL_FEATURE_ID_GLES2_CONTEXT,
+ 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 fe3fe25..839768f 100644
--- a/cogl/cogl-framebuffer-private.h
+++ b/cogl/cogl-framebuffer-private.h
@@ -190,6 +190,8 @@ struct _CoglOffscreen
int texture_level_width;
int texture_level_height;
+ CoglTexture *depth_texture;
+
CoglOffscreenAllocateFlags allocation_flags;
/* FIXME: _cogl_offscreen_new_to_texture_full should be made to use
@@ -421,6 +423,7 @@ _cogl_framebuffer_try_creating_gl_fbo (CoglContext *ctx,
int texture_level,
int texture_level_width,
int texture_level_height,
+ CoglTexture *depth_texture,
CoglFramebufferConfig *config,
CoglOffscreenAllocateFlags flags,
CoglGLFramebuffer *gl_framebuffer);
diff --git a/cogl/cogl-framebuffer.c b/cogl/cogl-framebuffer.c
index 231ef6c..ad67915 100644
--- a/cogl/cogl-framebuffer.c
+++ b/cogl/cogl-framebuffer.c
@@ -820,6 +820,88 @@ _cogl_offscreen_free (CoglOffscreen *offscreen)
g_free (offscreen);
}
+static CoglTexture *
+create_depth_texture (CoglContext *ctx,
+ int width,
+ int height)
+{
+ CoglPixelFormat format;
+ CoglTexture2D *depth_texture;
+
+ /* We really have two cases that we support right now:
+ * - we have the depth_texture extension and then create a depth_stencil
+ * texture
+ * - we create a 16+ bits depth texture
+ */
+ if (ctx->private_feature_flags &
+ COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL)
+ {
+ format = COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8;
+ }
+ else if (ctx->private_feature_flags &
+ COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL)
+ {
+ format = COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8;
+ }
+ else
+ {
+ format = COGL_PIXEL_FORMAT_DEPTH_16;
+ }
+
+ depth_texture = cogl_texture_2d_new_with_size (ctx,
+ width, height,
+ format,
+ NULL);
+
+ return COGL_TEXTURE (depth_texture);
+}
+
+static CoglTexture *
+attach_depth_texture (CoglContext *ctx,
+ CoglTexture *depth_texture,
+ CoglOffscreenAllocateFlags flags)
+{
+ GLuint tex_gl_handle;
+ GLenum tex_gl_target;
+
+ if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL)
+ {
+ /* attach a GL_DEPTH_STENCIL texture to the GL_DEPTH_ATTACHMENT and
+ * GL_STENCIL_ATTACHMENT attachement points */
+ g_assert (cogl_texture_get_format (depth_texture) ==
+ COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8);
+
+ cogl_texture_get_gl_texture (depth_texture,
+ &tex_gl_handle, &tex_gl_target);
+
+ GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT,
+ tex_gl_target, tex_gl_handle,
+ 0));
+ GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
+ GL_STENCIL_ATTACHMENT,
+ tex_gl_target, tex_gl_handle,
+ 0));
+ }
+ else if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH)
+ {
+ /* attach a newly created GL_DEPTH_COMPONENT16 texture to the
+ * GL_DEPTH_ATTACHMENT attachement point */
+ g_assert (cogl_texture_get_format (depth_texture) ==
+ COGL_PIXEL_FORMAT_DEPTH_16);
+
+ cogl_texture_get_gl_texture (COGL_TEXTURE (depth_texture),
+ &tex_gl_handle, &tex_gl_target);
+
+ GE (ctx, glFramebufferTexture2D (GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT,
+ tex_gl_target, tex_gl_handle,
+ 0));
+ }
+
+ return COGL_TEXTURE (depth_texture);
+}
+
static GList *
try_creating_renderbuffers (CoglContext *ctx,
int width,
@@ -937,6 +1019,7 @@ try_creating_fbo (CoglContext *ctx,
int texture_level,
int texture_level_width,
int texture_level_height,
+ CoglTexture *depth_texture,
CoglFramebufferConfig *config,
CoglOffscreenAllocateFlags flags,
CoglGLFramebuffer *gl_framebuffer)
@@ -987,12 +1070,31 @@ try_creating_fbo (CoglContext *ctx,
tex_gl_target, tex_gl_handle,
texture_level));
- gl_framebuffer->renderbuffers =
- try_creating_renderbuffers (ctx,
- texture_level_width,
- texture_level_height,
- flags,
- n_samples);
+ /* attach either a depth/stencil texture, a depth texture or render buffers
+ * depending on what we've been asked to provide */
+
+ if (depth_texture &&
+ flags & (COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL |
+ COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH))
+ {
+ attach_depth_texture (ctx, depth_texture, flags);
+
+ /* Let's clear the flags that are now fulfilled as we might need to
+ * create renderbuffers (for the ALLOCATE_FLAG_DEPTH |
+ * ALLOCATE_FLAG_STENCIL case) */
+ flags &= ~(COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL |
+ COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH);
+ }
+
+ if (flags)
+ {
+ gl_framebuffer->renderbuffers =
+ try_creating_renderbuffers (ctx,
+ texture_level_width,
+ texture_level_height,
+ flags,
+ n_samples);
+ }
/* Make sure it's complete */
status = ctx->glCheckFramebufferStatus (GL_FRAMEBUFFER);
@@ -1031,6 +1133,7 @@ _cogl_framebuffer_try_creating_gl_fbo (CoglContext *ctx,
int texture_level,
int texture_level_width,
int texture_level_height,
+ CoglTexture *depth_texture,
CoglFramebufferConfig *config,
CoglOffscreenAllocateFlags flags,
CoglGLFramebuffer *gl_framebuffer)
@@ -1040,6 +1143,7 @@ _cogl_framebuffer_try_creating_gl_fbo (CoglContext *ctx,
texture_level,
texture_level_width,
texture_level_height,
+ depth_texture,
config,
flags,
gl_framebuffer);
@@ -1072,6 +1176,7 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
+ offscreen->depth_texture,
&fb->config,
flags = 0,
gl_framebuffer)) ||
@@ -1082,6 +1187,7 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
+ offscreen->depth_texture,
&fb->config,
flags = ctx->last_offscreen_allocate_flags,
gl_framebuffer)) ||
@@ -1094,6 +1200,7 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
+ offscreen->depth_texture,
&fb->config,
flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL,
gl_framebuffer)) ||
@@ -1103,6 +1210,7 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
+ offscreen->depth_texture,
&fb->config,
flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH |
COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL,
@@ -1113,6 +1221,7 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
+ offscreen->depth_texture,
&fb->config,
flags = COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL,
gl_framebuffer) ||
@@ -1122,6 +1231,7 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
+ offscreen->depth_texture,
&fb->config,
flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH,
gl_framebuffer) ||
@@ -1131,6 +1241,7 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
+ offscreen->depth_texture,
&fb->config,
flags = 0,
gl_framebuffer))
@@ -1913,6 +2024,38 @@ cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer)
return framebuffer->format;
}
+void
+cogl_framebuffer_enable_depth_texture (CoglFramebuffer *framebuffer,
+ CoglBool enabled)
+{
+ CoglOffscreen *offscreen;
+
+ _COGL_GET_CONTEXT (ctx, NO_RETVAL);
+
+ _COGL_RETURN_IF_FAIL (!framebuffer->allocated);
+ _COGL_RETURN_IF_FAIL (cogl_is_offscreen (framebuffer));
+
+ offscreen = COGL_OFFSCREEN (framebuffer);
+ if (offscreen->depth_texture != NULL)
+ return;
+
+ offscreen->depth_texture =
+ create_depth_texture (ctx,
+ offscreen->texture_level_width,
+ offscreen->texture_level_height);
+
+ if (offscreen->depth_texture)
+ _cogl_texture_associate_framebuffer (offscreen->depth_texture, framebuffer);
+}
+
+CoglTexture *
+cogl_framebuffer_get_depth_texture (CoglFramebuffer *framebuffer)
+{
+ _COGL_RETURN_VAL_IF_FAIL (cogl_is_offscreen (framebuffer), NULL);
+
+ 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 6869be7..6b303eb 100644
--- a/cogl/cogl-framebuffer.h
+++ b/cogl/cogl-framebuffer.h
@@ -800,6 +800,47 @@ 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-gles2-context.c b/cogl/cogl-gles2-context.c
index 3585705..ef80ac2 100644
--- a/cogl/cogl-gles2-context.c
+++ b/cogl/cogl-gles2-context.c
@@ -1756,6 +1756,7 @@ _cogl_gles2_offscreen_allocate (CoglOffscreen *offscreen,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
+ offscreen->depth_texture,
&COGL_FRAMEBUFFER (offscreen)->config,
offscreen->allocation_flags,
&gles2_offscreen->gl_framebuffer))
diff --git a/cogl/cogl-types.h b/cogl/cogl-types.h
index 9e61ca4..f7529ff 100644
--- a/cogl/cogl-types.h
+++ b/cogl/cogl-types.h
@@ -154,18 +154,22 @@ 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
@@ -187,7 +191,7 @@ 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)
@@ -305,7 +309,14 @@ 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;
/**
@@ -348,6 +359,8 @@ 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.
*
@@ -377,7 +390,8 @@ 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 fed8737..58ce284 100644
--- a/cogl/driver/gl/cogl-gl.c
+++ b/cogl/driver/gl/cogl-gl.c
@@ -199,6 +199,33 @@ _cogl_driver_pixel_format_to_gl (CoglContext *context,
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_DEPTH_STENCIL;
+ 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 ();
@@ -403,6 +430,13 @@ _cogl_driver_update_features (CoglContext *ctx,
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/gles/cogl-gles.c b/cogl/driver/gles/cogl-gles.c
index 417fee5..c1440a6 100644
--- a/cogl/driver/gles/cogl-gles.c
+++ b/cogl/driver/gles/cogl-gles.c
@@ -33,6 +33,13 @@
#include "cogl-renderer-private.h"
#include "cogl-private.h"
+#ifndef GL_UNSIGNED_INT_24_8
+#define GL_UNSIGNED_INT_24_8 0x84FA
+#endif
+#ifndef GL_DEPTH_STENCIL
+#define GL_DEPTH_STENCIL 0x84F9
+#endif
+
static CoglBool
_cogl_driver_pixel_format_from_gl_internal (CoglContext *context,
GLenum gl_int_format,
@@ -137,6 +144,33 @@ _cogl_driver_pixel_format_to_gl (CoglContext *context,
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_COMPONENT;
+ glformat = GL_DEPTH_COMPONENT;
+ gltype = GL_UNSIGNED_SHORT;
+ break;
+ case COGL_PIXEL_FORMAT_DEPTH_24:
+ glintformat = GL_DEPTH_COMPONENT;
+ glformat = GL_DEPTH_COMPONENT;
+ gltype = GL_UNSIGNED_INT;
+ break;
+ case COGL_PIXEL_FORMAT_DEPTH_32:
+ glintformat = GL_DEPTH_COMPONENT;
+ glformat = GL_DEPTH_COMPONENT;
+ gltype = GL_UNSIGNED_INT;
+ break;
+
+ case COGL_PIXEL_FORMAT_DEPTH_24_STENCIL_8:
+ glintformat = GL_DEPTH_STENCIL;
+ 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 ();
@@ -247,6 +281,12 @@ _cogl_driver_update_features (CoglContext *context,
COGL_FEATURE_ID_UNSIGNED_INT_INDICES, TRUE);
}
+ if (_cogl_check_extension ("GL_OES_depth_texture", gl_extensions))
+ {
+ flags |= COGL_FEATURE_DEPTH_TEXTURE;
+ COGL_FLAGS_SET (context->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/examples/cogl-info.c b/examples/cogl-info.c
index b7dab00..7c43fe2 100644
--- a/examples/cogl-info.c
+++ b/examples/cogl-info.c
@@ -109,6 +109,12 @@ struct {
"GLES2 API integration supported",
"Support for creating a GLES2 context for using the GLES2 API in a "
"way that's integrated with Cogl."
+ },
+ {
+ COGL_FEATURE_ID_DEPTH_TEXTURE,
+ "Depth Textures",
+ "CoglFramebuffers can be configured to render their depth buffer into "
+ "a texture"
}
};
--
1.7.7.6
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