framebuffer: Support texture based depth buffers

This commit introduces some new framebuffer api to be able to
enable texture based depth buffers for a framebuffer (currently
only supported for offscreen framebuffers) and once allocated
to be able to retrieve the depth buffer as a texture for further
usage, say, to implement shadow mapping.

The API works as follow:
  * Before the framebuffer is allocated, you can request that a depth
    texture is created with
    cogl_framebuffer_set_depth_texture_enabled()
  * cogl_framebuffer_get_depth_texture() can then be used to grab a
    CoglTexture once the framebuffer has been allocated.
This commit is contained in:
Damien Lespiau 2012-05-23 18:19:29 +01:00 committed by Robert Bragg
parent 58bbf8499a
commit 87bc616d34
11 changed files with 319 additions and 15 deletions

View File

@ -306,6 +306,9 @@ _cogl_bitmap_needs_short_temp_buffer (CoglPixelFormat format)
floats */
switch (format)
{
case COGL_PIXEL_FORMAT_DEPTH_16:
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 ();

View File

@ -370,6 +370,9 @@ 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_16:
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 +714,9 @@ 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_16:
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 ();

View File

@ -206,7 +206,8 @@ 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
@ -235,6 +236,7 @@ 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

View File

@ -53,6 +53,7 @@ typedef struct
CoglBool need_stencil;
int samples_per_pixel;
CoglBool swap_throttled;
CoglBool depth_texture_enabled;
} CoglFramebufferConfig;
/* Flags to pass to _cogl_offscreen_new_to_texture_full */
@ -190,6 +191,8 @@ 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 +424,7 @@ _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);

View File

@ -817,9 +817,83 @@ _cogl_offscreen_free (CoglOffscreen *offscreen)
if (offscreen->texture != NULL)
cogl_object_unref (offscreen->texture);
if (offscreen->depth_texture != NULL)
cogl_object_unref (offscreen->depth_texture);
g_free (offscreen);
}
static CoglTexture *
create_depth_texture (CoglContext *ctx,
int width,
int height)
{
CoglPixelFormat format;
CoglTexture2D *depth_texture;
if (ctx->private_feature_flags &
(COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL |
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 +1011,7 @@ 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 +1062,31 @@ 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 +1125,7 @@ _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 +1135,7 @@ _cogl_framebuffer_try_creating_gl_fbo (CoglContext *ctx,
texture_level,
texture_level_width,
texture_level_height,
depth_texture,
config,
flags,
gl_framebuffer);
@ -1054,6 +1150,24 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
CoglOffscreenAllocateFlags flags;
CoglGLFramebuffer *gl_framebuffer = &offscreen->gl_framebuffer;
if (fb->config.depth_texture_enabled &&
offscreen->depth_texture == NULL)
{
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, fb);
else
{
g_set_error (error, COGL_FRAMEBUFFER_ERROR,
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
"Failed to allocate depth texture for framebuffer");
}
}
/* XXX: The framebuffer_object spec isn't clear in defining whether attaching
* a texture as a renderbuffer with mipmap filtering enabled while the
* mipmaps have not been uploaded should result in an incomplete framebuffer
@ -1072,6 +1186,7 @@ _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 +1197,7 @@ _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 +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_STENCIL,
gl_framebuffer)) ||
@ -1103,6 +1220,7 @@ _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 +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_STENCIL,
gl_framebuffer) ||
@ -1122,6 +1241,7 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
offscreen->texture_level,
offscreen->texture_level_width,
offscreen->texture_level_height,
offscreen->depth_texture,
&fb->config,
flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH,
gl_framebuffer) ||
@ -1131,6 +1251,7 @@ _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))
@ -1145,7 +1266,7 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
ctx->have_last_offscreen_allocate_flags = TRUE;
}
/* Save the flags we managed so successfully allocate the
/* Save the flags we managed to successfully allocate the
* renderbuffers with in case we need to make renderbuffers for a
* GLES2 context later */
offscreen->allocation_flags = flags;
@ -1173,6 +1294,15 @@ cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN)
{
if (framebuffer->config.depth_texture_enabled)
{
g_set_error (error, COGL_FRAMEBUFFER_ERROR,
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
"Can't allocate onscreen framebuffer with a "
"texture based depth buffer");
return FALSE;
}
if (!winsys->onscreen_init (onscreen, error))
return FALSE;
}
@ -1928,6 +2058,32 @@ cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer)
return framebuffer->format;
}
void
cogl_framebuffer_set_depth_texture_enabled (CoglFramebuffer *framebuffer,
CoglBool enabled)
{
_COGL_RETURN_IF_FAIL (!framebuffer->allocated);
framebuffer->config.depth_texture_enabled = enabled;
}
CoglBool
cogl_framebuffer_get_depth_texture_enabled (CoglFramebuffer *framebuffer)
{
return framebuffer->config.depth_texture_enabled;
}
CoglTexture *
cogl_framebuffer_get_depth_texture (CoglFramebuffer *framebuffer)
{
/* lazily allocate the framebuffer... */
if (!cogl_framebuffer_allocate (framebuffer, NULL))
return NULL;
_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)
{

View File

@ -46,6 +46,7 @@
#ifdef COGL_ENABLE_EXPERIMENTAL_API
#include <cogl/cogl-quaternion.h>
#include <cogl/cogl-euler.h>
#include <cogl/cogl-texture.h>
#endif
G_BEGIN_DECLS
@ -811,6 +812,65 @@ cogl_framebuffer_set_color_mask (CoglFramebuffer *framebuffer,
CoglPixelFormat
cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_set_depth_texture_enabled:
* @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: 1.14
* Stability: unstable
*/
void
cogl_framebuffer_set_depth_texture_enabled (CoglFramebuffer *framebuffer,
CoglBool enabled);
/**
* cogl_framebuffer_get_depth_texture_enabled:
* @framebuffer: A #CoglFramebuffer
*
* Queries whether texture based depth buffer has been enabled via
* cogl_framebuffer_set_depth_texture_enabled().
*
* Return value: %TRUE if a depth texture has been enabled, else
* %FALSE.
*
* Since: 1.14
* Stability: unstable
*/
CoglBool
cogl_framebuffer_get_depth_texture_enabled (CoglFramebuffer *framebuffer);
/**
* 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: 1.14
* Stability: unstable
*/
CoglTexture *
cogl_framebuffer_get_depth_texture (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_set_samples_per_pixel:
* @framebuffer: A #CoglFramebuffer framebuffer

View File

@ -1722,6 +1722,7 @@ _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))

View File

@ -206,18 +206,22 @@ 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
@ -239,7 +243,7 @@ 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)
@ -357,7 +361,12 @@ 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_16 = (9 | 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;
/**
@ -400,6 +409,8 @@ 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.
*
@ -429,7 +440,8 @@ 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;
/**

View File

@ -199,6 +199,23 @@ _cogl_driver_pixel_format_to_gl (CoglContext *context,
gltype = GL_UNSIGNED_SHORT_5_5_5_1;
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_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 +420,13 @@ _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;

View File

@ -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 +144,23 @@ _cogl_driver_pixel_format_to_gl (CoglContext *context,
gltype = GL_UNSIGNED_SHORT_5_5_5_1;
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_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 +271,12 @@ _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 |

View File

@ -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"
}
};