From b79ca207e1559619aeb4d7fba09b26e3a6e80ed2 Mon Sep 17 00:00:00 2001 From: Park SangHee Date: Tue, 5 Jun 2012 15:25:08 +0900 Subject: [PATCH] Enable msaa feature(fix build bug on i386) --- src/lib/Evas_GL.h | 9 + src/modules/engines/gl_common/evas_gl_common.h | 3 + src/modules/engines/gl_x11/evas_engine.c | 281 +++++++++++++++++-------- 3 files changed, 209 insertions(+), 84 deletions(-) diff --git a/src/lib/Evas_GL.h b/src/lib/Evas_GL.h index 821a042..660eafb 100644 --- a/src/lib/Evas_GL.h +++ b/src/lib/Evas_GL.h @@ -49,12 +49,21 @@ typedef enum _Evas_GL_Options_Bits EVAS_GL_OPTIONS_DIRECT = (1<<0) } Evas_GL_Options_Bits; +typedef enum _Evas_GL_Multisample_Bits +{ + EVAS_GL_MULTISAMPLE_NONE = 0, + EVAS_GL_MULTISAMPLE_LOW = 1, + EVAS_GL_MULTISAMPLE_MED = 2, + EVAS_GL_MULTISAMPLE_HIGH = 3 +} Evas_GL_Multisample_Bits; + struct _Evas_GL_Config { Evas_GL_Color_Format color_format; Evas_GL_Depth_Bits depth_bits; Evas_GL_Stencil_Bits stencil_bits; Evas_GL_Options_Bits options_bits; + Evas_GL_Multisample_Bits multisample_bits; }; #define EVAS_GL_EXTENSIONS 1 diff --git a/src/modules/engines/gl_common/evas_gl_common.h b/src/modules/engines/gl_common/evas_gl_common.h index a2b40a8..97b335d 100644 --- a/src/modules/engines/gl_common/evas_gl_common.h +++ b/src/modules/engines/gl_common/evas_gl_common.h @@ -108,6 +108,9 @@ #ifndef GL_PROGRAM_BINARY_RETRIEVABLE_HINT # define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 #endif +#ifndef GL_MAX_SAMPLES_IMG +# define GL_MAX_SAMPLES_IMG 0x9135 +#endif #define SHAD_VERTEX 0 #define SHAD_COLOR 1 diff --git a/src/modules/engines/gl_x11/evas_engine.c b/src/modules/engines/gl_x11/evas_engine.c index c91fea8..b5f87eb 100644 --- a/src/modules/engines/gl_x11/evas_engine.c +++ b/src/modules/engines/gl_x11/evas_engine.c @@ -43,21 +43,26 @@ struct _Render_Engine // GL Surface Capability struct { - int rgb_fmt; - int rgba_fmt; - - int depth_8; - int depth_16; - int depth_24; - int depth_32; - - int stencil_1; - int stencil_2; - int stencil_4; - int stencil_8; - int stencil_16; - - int depth_24_stencil_8; + int max_rb_size; + int msaa_support; + int msaa_samples[4]; + + //---------// + int rgb_888[4]; + int rgba_8888[4]; + + int depth_8[4]; + int depth_16[4]; + int depth_24[4]; + int depth_32[4]; + + int stencil_1[4]; + int stencil_2[4]; + int stencil_4[4]; + int stencil_8[4]; + int stencil_16[4]; + + int depth_24_stencil_8[4]; } gl_cap; int gl_cap_initted; @@ -72,8 +77,11 @@ struct _Render_Engine_GL_Surface int stencil_bits; int direct_fb_opt; + int multiample_bits; // Render target Texture/Buffers + GLint rt_msaa_samples; + GLuint rt_tex; GLint rt_internal_fmt; GLenum rt_fmt; @@ -225,6 +233,8 @@ unsigned char (*glsym_glTestFenceNV) (GLuint fence) = NULL; void (*glsym_glGetFenceivNV) (GLuint fence, GLenum pname, GLint* params) = NULL; void (*glsym_glFinishFenceNV) (GLuint fence) = NULL; void (*glsym_glSetFenceNV) (GLuint, GLenum) = NULL; +void (*glsym_glRenderbufferStorageMultisampleIMG) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) = NULL; +void (*glsym_glFramebufferTexture2DMultisampleIMG) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples) = NULL; void (*glsym_glGetDriverControlsQCOM) (GLint* num, GLsizei size, GLuint* driverControls) = NULL; void (*glsym_glGetDriverControlStringQCOM) (GLuint driverControl, GLsizei bufSize, GLsizei* length, char* driverControlString) = NULL; void (*glsym_glEnableDriverControlQCOM) (GLuint driverControl) = NULL; @@ -257,6 +267,7 @@ static Extension_Entry _gl_ext_entries[] = { { "GL_QCOM_driver_control", "QCOM_driver_control", 0 }, { "GL_QCOM_extended_get", "QCOM_extended_get", 0 }, { "GL_QCOM_extended_get2", "QCOM_extended_get2", 0 }, + { "GL_IMG_multlisampled_render_to_texture", "multisampled_render_to_texture", 0 }, //--- Define Extensions ---// { "GL_OES_compressed_ETC1_RGB8_texture", "compressed_ETC1_RGB8_texture", 0 }, @@ -301,6 +312,7 @@ static Extension_Entry _gl_ext_entries[] = { { "GL_QCOM_driver_control", "QCOM_driver_control", 0 }, { "GL_QCOM_extended_get", "QCOM_extended_get", 0 }, { "GL_QCOM_extended_get2", "QCOM_extended_get2", 0 }, + { "GL_IMG_multlisampled_render_to_texture", "multisampled_render_to_texture", 0 }, //--- Define Extensions ---// { "GL_OES_compressed_ETC1_RGB8_texture", "compressed_ETC1_RGB8_texture", 0 }, @@ -589,6 +601,13 @@ _gl_ext_sym_init(void) FINDSYM(glsym_glExtGetProgramBinarySourceQCOM, "glExtGetProgramBinarySourceQCOM", glsym_func_void); if (glsym_glExtGetShadersQCOM) _gl_ext_entries[9].supported = 1; + + /* GL_IMG_multisampled_render_to_texture */ + FINDSYM(glsym_glRenderbufferStorageMultisampleIMG, "glRenderbufferStorageMultisampleIMG", glsym_func_void); + FINDSYM(glsym_glRenderbufferStorageMultisampleIMG, "glRenderbufferStorageMultisampleEXT", glsym_func_void); + FINDSYM(glsym_glFramebufferTexture2DMultisampleIMG, "glFramebufferTexture2DMultisampleIMG", glsym_func_void); + FINDSYM(glsym_glFramebufferTexture2DMultisampleIMG, "glFramebufferTexture2DMultisampleEXT", glsym_func_void); + } static void @@ -2852,7 +2871,7 @@ eng_canvas_alpha_get(void *data, void *info __UNUSED__) // Unfortunately, there is no query function to figure out which surface formats work. // So, this is one way to test for surface config capability. static int -_check_gl_surface_format(GLint int_fmt, GLenum fmt, GLenum attachment, GLenum attach_fmt) +_check_gl_surface_format(GLint int_fmt, GLenum fmt, GLenum attachment, GLenum attach_fmt, int mult_samples) { GLuint fbo, tex, rb; int w, h, fb_status; @@ -2876,6 +2895,9 @@ _check_gl_surface_format(GLint int_fmt, GLenum fmt, GLenum attachment, GLenum at glTexImage2D(GL_TEXTURE_2D, 0, int_fmt, w, h, 0, fmt, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); + if (mult_samples) + glsym_glFramebufferTexture2DMultisampleIMG(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0, mult_samples); + else glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); } @@ -2884,6 +2906,9 @@ _check_gl_surface_format(GLint int_fmt, GLenum fmt, GLenum attachment, GLenum at { glGenRenderbuffers(1, &rb); glBindRenderbuffer(GL_RENDERBUFFER, rb); + if (mult_samples) + glsym_glRenderbufferStorageMultisampleIMG(GL_RENDERBUFFER, mult_samples, attach_fmt, w, h); + else glRenderbufferStorage(GL_RENDERBUFFER, attach_fmt, w, h); glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, rb); glBindRenderbuffer(GL_RENDERBUFFER, 0); @@ -2903,7 +2928,7 @@ _check_gl_surface_format(GLint int_fmt, GLenum fmt, GLenum attachment, GLenum at return 0; else { - if (attachment) + if ((attachment) && (!mult_samples)) return attach_fmt; else return 1; @@ -2921,19 +2946,27 @@ _print_gl_surface_cap(Render_Engine *re, int error) PRINT_LOG("---------------------------------------------------"); PRINT_LOG(" EvasGL Supported Surface Format "); - PRINT_LOG(" [RGB Fromat] : %x", re->gl_cap.rgb_fmt); - PRINT_LOG(" [RGBA Fromat] : %x", re->gl_cap.rgba_fmt); - PRINT_LOG(" [Depth 8 Bits] : %x", re->gl_cap.depth_8); - PRINT_LOG(" [Depth 16 Bits] : %x", re->gl_cap.depth_16); - PRINT_LOG(" [Depth 24 Bits] : %x", re->gl_cap.depth_24); - PRINT_LOG(" [Depth 32 Bits] : %x", re->gl_cap.depth_32); - PRINT_LOG(" [Stencil 1 Bits] : %x", re->gl_cap.stencil_1); - PRINT_LOG(" [Stencil 2 Bits] : %x", re->gl_cap.stencil_2); - PRINT_LOG(" [Stencil 4 Bits] : %x", re->gl_cap.stencil_4); - PRINT_LOG(" [Stencil 8 Bits] : %x", re->gl_cap.stencil_8); - PRINT_LOG(" [Stencil 16 Bits] : %x", re->gl_cap.stencil_16); - PRINT_LOG(" [Depth 24 Stencil 8 Bits]: %x", re->gl_cap.depth_24_stencil_8); - PRINT_LOG("---------------------------------------------------"); + PRINT_LOG(" "); + PRINT_LOG(" [Max Renderbuffer Size] : %d", re->gl_cap.max_rb_size); + PRINT_LOG(" [Multisample Support ] : %d", re->gl_cap.msaa_support); + PRINT_LOG(" [Low Samples] : %d", re->gl_cap.msaa_samples[1]); + PRINT_LOG(" [Med Samples] : %d", re->gl_cap.msaa_samples[2]); + PRINT_LOG(" [High Samples] : %d", re->gl_cap.msaa_samples[3]); + PRINT_LOG(" [--Multisamples--] "); + PRINT_LOG(" [Norm] [Low] [Med] [High]"); + PRINT_LOG(" [RGB Format] : %4x %d %d %d", re->gl_cap.rgb_888[0], re->gl_cap.rgb_888[1], re->gl_cap.rgb_888[2], re->gl_cap.rgb_888[3]); + PRINT_LOG(" [RGBA Format] : %4x %d %d %d", re->gl_cap.rgba_8888[0], re->gl_cap.rgba_8888[1], re->gl_cap.rgba_8888[2], re->gl_cap.rgba_8888[3]); + PRINT_LOG(" [Depth 8 Bits] : %4x %d %d %d", re->gl_cap.depth_8[0], re->gl_cap.depth_8[1], re->gl_cap.depth_8[2], re->gl_cap.depth_8[3]); + PRINT_LOG(" [Depth 16 Bits] : %4x %d %d %d", re->gl_cap.depth_16[0], re->gl_cap.depth_16[1], re->gl_cap.depth_16[2], re->gl_cap.depth_16[3]); + PRINT_LOG(" [Depth 24 Bits] : %4x %d %d %d", re->gl_cap.depth_24[0], re->gl_cap.depth_24[1], re->gl_cap.depth_24[2], re->gl_cap.depth_24[3]); + PRINT_LOG(" [Depth 32 Bits] : %4x %d %d %d", re->gl_cap.depth_32[0], re->gl_cap.depth_32[1], re->gl_cap.depth_32[2], re->gl_cap.depth_32[3]); + PRINT_LOG(" [Stencil 1 Bits] : %4x %d %d %d", re->gl_cap.stencil_1[0], re->gl_cap.stencil_1[1], re->gl_cap.stencil_1[2], re->gl_cap.stencil_1[3]); + PRINT_LOG(" [Stencil 2 Bits] : %4x %d %d %d", re->gl_cap.stencil_2[0], re->gl_cap.stencil_2[1], re->gl_cap.stencil_2[2], re->gl_cap.stencil_2[3]); + PRINT_LOG(" [Stencil 4 Bits] : %4x %d %d %d", re->gl_cap.stencil_4[0], re->gl_cap.stencil_4[1], re->gl_cap.stencil_4[2], re->gl_cap.stencil_4[3]); + PRINT_LOG(" [Stencil 8 Bits] : %4x %d %d %d", re->gl_cap.stencil_8[0], re->gl_cap.stencil_8[1], re->gl_cap.stencil_8[2], re->gl_cap.stencil_8[3]); + PRINT_LOG(" [Stencil 16 Bits] : %4x %d %d %d", re->gl_cap.stencil_16[0], re->gl_cap.stencil_16[1], re->gl_cap.stencil_16[2], re->gl_cap.stencil_16[3]); + PRINT_LOG(" [Depth 24 Stencil 8 Bits]: %4x %d %d %d", re->gl_cap.depth_24_stencil_8[0], re->gl_cap.depth_24_stencil_8[1], re->gl_cap.depth_24_stencil_8[2], re->gl_cap.depth_24_stencil_8[3]); + PRINT_LOG("----------------------------------------------------"); #undef PRINT_LOG } @@ -2941,8 +2974,9 @@ static void _set_gl_surface_cap(Render_Engine *re) { GLuint fbo, tex, depth, stencil; - int w, h; - int ret; + int w, h, max_samples; + + int i, ret, count; if (!re) return; if (re->gl_cap_initted) return; @@ -2950,30 +2984,69 @@ _set_gl_surface_cap(Render_Engine *re) // Width/Heith for test purposes w = h = 2; - re->gl_cap.rgb_fmt = _check_gl_surface_format(GL_RGB, GL_RGB, 0, 0); - re->gl_cap.rgba_fmt = _check_gl_surface_format(GL_RGBA, GL_RGBA, 0, 0); +#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX) + glGetIntegerv(GL_MAX_SAMPLES_IMG, &max_samples); + + // Check if msaa_support is supported + if (max_samples && + (glsym_glFramebufferTexture2DMultisampleIMG) && + (glsym_glRenderbufferStorageMultisampleIMG)) + { + re->gl_cap.msaa_support = 1; + + re->gl_cap.msaa_samples[3] = max_samples; + re->gl_cap.msaa_samples[2] = max_samples/2; + re->gl_cap.msaa_samples[1] = max_samples/4; + re->gl_cap.msaa_samples[0] = 0; - re->gl_cap.depth_8 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT); - re->gl_cap.depth_16 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT16); + if (!re->gl_cap.msaa_samples[2]) re->gl_cap.msaa_samples[3]; + if (!re->gl_cap.msaa_samples[1]) re->gl_cap.msaa_samples[2]; + } + else + { + re->gl_cap.msaa_support = 0; + } + +#endif + glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &re->gl_cap.max_rb_size); #if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX) - re->gl_cap.depth_24 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24_OES); - re->gl_cap.depth_32 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32_OES); + count = (re->gl_cap.msaa_support) ? 4 : 1; + + for (i = 0; i < count; i++) + { + re->gl_cap.rgb_888[i] = _check_gl_surface_format(GL_RGB, GL_RGB, 0, 0, re->gl_cap.msaa_samples[i]); + re->gl_cap.rgba_8888[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, 0, 0, re->gl_cap.msaa_samples[i]); - re->gl_cap.stencil_1 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX1_OES); - re->gl_cap.stencil_4 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX4_OES); - re->gl_cap.stencil_8 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8); + re->gl_cap.depth_8[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, re->gl_cap.msaa_samples[i]); + re->gl_cap.depth_16[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT16, re->gl_cap.msaa_samples[i]); + re->gl_cap.depth_24[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24_OES, re->gl_cap.msaa_samples[i]); + re->gl_cap.depth_32[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32_OES, re->gl_cap.msaa_samples[i]); - re->gl_cap.depth_24_stencil_8 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_STENCIL_OES, GL_DEPTH24_STENCIL8_OES); -#else - re->gl_cap.depth_24 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24); - re->gl_cap.depth_32 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32); + re->gl_cap.stencil_1[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX1_OES, re->gl_cap.msaa_samples[i]); + re->gl_cap.stencil_4[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX4_OES, re->gl_cap.msaa_samples[i]); + re->gl_cap.stencil_8[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8, re->gl_cap.msaa_samples[i]); + } - re->gl_cap.stencil_1 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX1); - re->gl_cap.stencil_4 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX4); - re->gl_cap.stencil_8 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8); + #else + count = (re->gl_cap.msaa_support) ? 4 : 1; - re->gl_cap.depth_24_stencil_8 = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH24_STENCIL8); + for (i = 0; i < count; i++) + { + re->gl_cap.rgb_888[i] = _check_gl_surface_format(GL_RGB, GL_RGB, 0, 0, re->gl_cap.msaa_samples[i]); + re->gl_cap.rgba_8888[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, 0, 0, re->gl_cap.msaa_samples[i]); + + re->gl_cap.depth_8[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, re->gl_cap.msaa_samples[i]); + re->gl_cap.depth_16[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT16, re->gl_cap.msaa_samples[i]); + re->gl_cap.depth_24[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24, re->gl_cap.msaa_samples[i]); + re->gl_cap.depth_32[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32, re->gl_cap.msaa_samples[i]); + + re->gl_cap.stencil_1[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX1, re->gl_cap.msaa_samples[i]); + re->gl_cap.stencil_4[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX4, re->gl_cap.msaa_samples[i]); + re->gl_cap.stencil_8[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8, re->gl_cap.msaa_samples[i]); + + re->gl_cap.depth_24_stencil_8[i] = _check_gl_surface_format(GL_RGBA, GL_RGBA, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH24_STENCIL8, re->gl_cap.msaa_samples[i]); + } #endif _print_gl_surface_cap(re, 0); @@ -2988,14 +3061,14 @@ _set_internal_config(Render_Engine *re, Render_Engine_GL_Surface *sfc, Evas_GL_C switch((int)cfg->color_format) { case EVAS_GL_RGB_888: - if (re->gl_cap.rgb_fmt) + if (re->gl_cap.rgb_888[0]) { sfc->rt_fmt = GL_RGB; sfc->rt_internal_fmt = GL_RGB; break; } case EVAS_GL_RGBA_8888: - if (re->gl_cap.rgba_fmt) + if (re->gl_cap.rgba_8888[0]) { sfc->rt_fmt = GL_RGBA; sfc->rt_internal_fmt = GL_RGBA; @@ -3008,42 +3081,42 @@ _set_internal_config(Render_Engine *re, Render_Engine_GL_Surface *sfc, Evas_GL_C return 0; } - switch(cfg->depth_bits) + switch((int)cfg->depth_bits) { case EVAS_GL_DEPTH_NONE: break; case EVAS_GL_DEPTH_BIT_8: - if (re->gl_cap.depth_8) + if (re->gl_cap.depth_8[0]) { - sfc->rb_depth_fmt = re->gl_cap.depth_8; + sfc->rb_depth_fmt = re->gl_cap.depth_8[0]; cfg->depth_bits = EVAS_GL_DEPTH_BIT_8; break; } case EVAS_GL_DEPTH_BIT_16: - if (re->gl_cap.depth_16) + if (re->gl_cap.depth_16[0]) { - sfc->rb_depth_fmt = re->gl_cap.depth_16; + sfc->rb_depth_fmt = re->gl_cap.depth_16[0]; cfg->depth_bits = EVAS_GL_DEPTH_BIT_16; break; } case EVAS_GL_DEPTH_BIT_24: - if (re->gl_cap.depth_24) + if (re->gl_cap.depth_24[0]) { - sfc->rb_depth_fmt = re->gl_cap.depth_24; + sfc->rb_depth_fmt = re->gl_cap.depth_24[0]; cfg->depth_bits = EVAS_GL_DEPTH_BIT_24; break; } - else if (re->gl_cap.depth_24_stencil_8) + else if (re->gl_cap.depth_24_stencil_8[0]) { - sfc->rb_depth_stencil_fmt = re->gl_cap.depth_24_stencil_8; - sfc->rb_depth_fmt = re->gl_cap.depth_24_stencil_8; + sfc->rb_depth_stencil_fmt = re->gl_cap.depth_24_stencil_8[0]; + sfc->rb_depth_fmt = re->gl_cap.depth_24_stencil_8[0]; cfg->depth_bits = EVAS_GL_DEPTH_BIT_24; break; } case EVAS_GL_DEPTH_BIT_32: - if (re->gl_cap.depth_32) + if (re->gl_cap.depth_32[0]) { - sfc->rb_depth_fmt = re->gl_cap.depth_32; + sfc->rb_depth_fmt = re->gl_cap.depth_32[0]; cfg->depth_bits = EVAS_GL_DEPTH_BIT_32; break; } @@ -3053,50 +3126,50 @@ _set_internal_config(Render_Engine *re, Render_Engine_GL_Surface *sfc, Evas_GL_C return 0; } - switch(cfg->stencil_bits) + switch((int)cfg->stencil_bits) { case EVAS_GL_STENCIL_NONE: break; case EVAS_GL_STENCIL_BIT_1: - if (re->gl_cap.stencil_1) + if (re->gl_cap.stencil_1[0]) { - sfc->rb_stencil_fmt = re->gl_cap.stencil_1; + sfc->rb_stencil_fmt = re->gl_cap.stencil_1[0]; cfg->stencil_bits = EVAS_GL_STENCIL_BIT_1; break; } case EVAS_GL_STENCIL_BIT_2: - if (re->gl_cap.stencil_2) + if (re->gl_cap.stencil_2[0]) { - sfc->rb_stencil_fmt = re->gl_cap.stencil_2; + sfc->rb_stencil_fmt = re->gl_cap.stencil_2[0]; cfg->stencil_bits = EVAS_GL_STENCIL_BIT_2; break; } case EVAS_GL_STENCIL_BIT_4: - if (re->gl_cap.stencil_4) + if (re->gl_cap.stencil_4[0]) { - sfc->rb_stencil_fmt = re->gl_cap.stencil_4; + sfc->rb_stencil_fmt = re->gl_cap.stencil_4[0]; cfg->stencil_bits = EVAS_GL_STENCIL_BIT_4; break; } case EVAS_GL_STENCIL_BIT_8: - if ((sfc->rb_depth_fmt == re->gl_cap.depth_24_stencil_8) || - (!(re->gl_cap.stencil_8) && (re->gl_cap.depth_24_stencil_8))) + if ((sfc->rb_depth_fmt == re->gl_cap.depth_24_stencil_8[0]) || + (!(re->gl_cap.stencil_8[0]) && (re->gl_cap.depth_24_stencil_8[0]))) { - sfc->rb_depth_stencil_fmt = re->gl_cap.depth_24_stencil_8; - sfc->rb_stencil_fmt = re->gl_cap.depth_24_stencil_8; + sfc->rb_depth_stencil_fmt = re->gl_cap.depth_24_stencil_8[0]; + sfc->rb_stencil_fmt = re->gl_cap.depth_24_stencil_8[0]; cfg->stencil_bits = EVAS_GL_STENCIL_BIT_8; break; } - else if (re->gl_cap.stencil_8) + else if (re->gl_cap.stencil_8[0]) { - sfc->rb_stencil_fmt = re->gl_cap.stencil_8; + sfc->rb_stencil_fmt = re->gl_cap.stencil_8[0]; cfg->stencil_bits = EVAS_GL_STENCIL_BIT_8; break; } case EVAS_GL_STENCIL_BIT_16: - if (re->gl_cap.stencil_16) + if (re->gl_cap.stencil_16[0]) { - sfc->rb_stencil_fmt = re->gl_cap.stencil_16; + sfc->rb_stencil_fmt = re->gl_cap.stencil_16[0]; cfg->stencil_bits = EVAS_GL_STENCIL_BIT_16; break; } @@ -3118,6 +3191,22 @@ _set_internal_config(Render_Engine *re, Render_Engine_GL_Surface *sfc, Evas_GL_C // Add other options here... } + // Multisample bit + if (re->gl_cap.msaa_support) + { + if ( ((int)(cfg->multisample_bits) > (int)EVAS_GL_MULTISAMPLE_HIGH) || + ((int)(cfg->multisample_bits) < 0) ) + { + ERR("Unsupported Multisample Bits Format!"); + _print_gl_surface_cap(re, 1); + return 0; + } + else + { + sfc->rt_msaa_samples = re->gl_cap.msaa_samples[(int)cfg->multisample_bits]; + } + } + return 1; } @@ -3173,8 +3262,11 @@ _attach_fbo_surface(Render_Engine *data __UNUSED__, glBindTexture(GL_TEXTURE_2D, 0); // Attach texture to FBO - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, sfc->rt_tex, 0); + if (sfc->rt_msaa_samples) + glsym_glFramebufferTexture2DMultisampleIMG(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sfc->rt_tex, 0, sfc->rt_msaa_samples); + else + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, sfc->rt_tex, 0); } @@ -3211,8 +3303,15 @@ _attach_fbo_surface(Render_Engine *data __UNUSED__, if (sfc->rb_depth) { glBindRenderbuffer(GL_RENDERBUFFER, sfc->rb_depth); - glRenderbufferStorage(GL_RENDERBUFFER, sfc->rb_depth_fmt, - sfc->w, sfc->h); + + if (sfc->rt_msaa_samples) + glsym_glRenderbufferStorageMultisampleIMG(GL_RENDERBUFFER, + sfc->rt_msaa_samples, + sfc->rb_depth_fmt, + sfc->w, sfc->h); + else + glRenderbufferStorage(GL_RENDERBUFFER, sfc->rb_depth_fmt, + sfc->w, sfc->h); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, sfc->rb_depth); glBindRenderbuffer(GL_RENDERBUFFER, 0); @@ -3222,8 +3321,15 @@ _attach_fbo_surface(Render_Engine *data __UNUSED__, if (sfc->rb_stencil) { glBindRenderbuffer(GL_RENDERBUFFER, sfc->rb_stencil); - glRenderbufferStorage(GL_RENDERBUFFER, sfc->rb_stencil_fmt, - sfc->w, sfc->h); + + if (sfc->rt_msaa_samples) + glsym_glRenderbufferStorageMultisampleIMG(GL_RENDERBUFFER, + sfc->rt_msaa_samples, + sfc->rb_stencil_fmt, + sfc->w, sfc->h); + else + glRenderbufferStorage(GL_RENDERBUFFER, sfc->rb_stencil_fmt, + sfc->w, sfc->h); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, sfc->rb_stencil); glBindRenderbuffer(GL_RENDERBUFFER, 0); @@ -3308,6 +3414,13 @@ eng_gl_surface_create(void *data, void *config, int w, int h) // Set the engine surface capability first if it hasn't been set if (!re->gl_cap_initted) _set_gl_surface_cap(re); + // Check the size of the surface + if ( (w > re->gl_cap.max_rb_size) || (h > re->gl_cap.max_rb_size) ) + { + ERR("Surface size greater than the supported size. Max Surface Size: %d", re->gl_cap.max_rb_size); + goto finish; + } + // Set the internal config value if (!_set_internal_config(re, sfc, cfg)) { -- 2.7.4