SkSafeUnref(fGL);
}
+bool SkGLContext::hasExtension(const char* extensionName) const {
+ return GrGLHasExtensionFromString(extensionName, fExtensionString.c_str());
+}
+
bool SkGLContext::init(int width, int height) {
if (fGL) {
fGL->unref();
fGL = this->createGLContext();
if (fGL) {
+ fExtensionString =
+ reinterpret_cast<const char*>(SK_GL(*this,
+ GetString(GR_GL_EXTENSIONS)));
+ const char* versionStr =
+ reinterpret_cast<const char*>(SK_GL(*this,
+ GetString(GR_GL_VERSION)));
+ GrGLVersion version = GrGLGetVersionFromString(versionStr);
+
// clear any existing GL erorrs
GrGLenum error;
do {
error = SK_GL(*this, GetError());
} while (GR_GL_NO_ERROR != error);
+
GrGLuint cbID;
GrGLuint dsID;
+
SK_GL(*this, GenFramebuffers(1, &fFBO));
SK_GL(*this, BindFramebuffer(GR_GL_FRAMEBUFFER, fFBO));
SK_GL(*this, GenRenderbuffers(1, &cbID));
cbID));
SK_GL(*this, GenRenderbuffers(1, &dsID));
SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, dsID));
+
+ // Some drivers that support packed depth stencil will only succeed
+ // in binding a packed format an FBO. However, we can't rely on packed
+ // depth stencil being available.
+ bool supportsPackedDepthStencil;
if (fGL->supportsES2()) {
- SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
- GR_GL_STENCIL_INDEX8,
- width, height));
+ supportsPackedDepthStencil =
+ this->hasExtension("GL_OES_packed_depth_stencil");
} else {
+ supportsPackedDepthStencil = version >= GR_GL_VER(3,0) ||
+ this->hasExtension("GL_EXT_packed_depth_stencil") ||
+ this->hasExtension("GL_ARB_framebuffer_object");
+ }
+
+ if (supportsPackedDepthStencil) {
+ // ES2 requires sized internal formats for RenderbufferStorage
+ // On Desktop we let the driver decide.
+ GrGLenum format = fGL->supportsES2() ?
+ GR_GL_DEPTH24_STENCIL8 :
+ GR_GL_DEPTH_STENCIL;
SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
- GR_GL_DEPTH_STENCIL,
+ format,
width, height));
SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_DEPTH_ATTACHMENT,
GR_GL_RENDERBUFFER,
dsID));
+ } else {
+ GrGLenum format = fGL->supportsES2() ?
+ GR_GL_STENCIL_INDEX8 :
+ GR_GL_STENCIL_INDEX;
+ SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
+ format,
+ width, height));
}
SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_STENCIL_ATTACHMENT,