When try_creating_fbo fails it returns 0 to report the error and if it
succeeds it returns ‘flags’. However cogl_offscreen_new_to_texture
also passes in 0 for the flags as the last fallback to create the fbo
with nothing but the color buffer. In that case it will return 0
regardless of whether it succeeded so the last fallback will always be
considered a failure.
To fix this it now just returns a gboolean to indicate whether it
succeeded and the flags used for each attempt is assigned when passing
the argument rather than from the return value of the function.
Also if the only configuration that succeeded was with flags==0 then
it would always try all combinations because last_working_flags would
also be zero. To avoid this it now uses a separate gboolean to mark
whether we found a successful set of flags.
http://bugzilla.openedhand.com/show_bug.cgi?id=1873
Since 755cce33a7 the framebuffer code is using the GL enums
GL_DEPTH_ATTACHMENT and GL_DEPTH_COMPONENT16. These aren't available
directly under GLES except with the OES suffix so we need to define
them manually as we do with the other framebuffer constants.
The Intel drivers in Mesa 7.6 (and possibly earlier versions) don't
support creating FBOs with a stencil buffer but without a depth
buffer. This reworks framebuffer allocation so that we try a number
of fallback options before failing.
The options we try in order are:
- the same options that were sucessful last time if available
- combined depth and stencil
- separate depth and stencil
- just stencil, no depth
- just depth, no stencil
- neither depth or stencil
We weren't taking a reference on the texture to be used as the color buffer
for offscreen rendering, so it was possible to free the texture leaving the
framebuffer in an inconsistent state.
Commit 558b17ee1e added support for rectangle textures to the
framebuffer code. Under GLES there is no GL_TEXTURE_RECTANGLE_ARB
definition so this was breaking the build. The rest of Cogl uses
ifdef's around that constant so we should do the same here.
cogl_push_draw_buffer, cogl_set_draw_buffer and cogl_pop_draw_buffer are now
deprecated and new code should use the new cogl_framebuffer_* API instead.
Code that previously did:
cogl_push_draw_buffer ();
cogl_set_draw_buffer (COGL_OFFSCREEN_BUFFER, buffer);
/* draw */
cogl_pop_draw_buffer ();
should now be re-written as:
cogl_push_framebuffer (buffer);
/* draw */
cogl_pop_framebuffer ();
As can be seen from the example above the rename has been used as an
opportunity to remove the redundant target argument from
cogl_set_draw_buffer; it now only takes one call to redirect to an offscreen
buffer, and finally the term framebuffer may be a bit more familiar to
anyone coming from an OpenGL background.