void QGLFramebufferObjectPrivate::init(QGLFramebufferObject *q, const QSize &sz, QGLFramebufferObject::Attachment attachment, GLenum texture_target, GLenum internal_format, GLint samples, bool mipmap) { QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext()); funcs.initializeOpenGLFunctions(); if (!funcs.hasOpenGLFeature(QOpenGLFunctions::Framebuffers)) return; ctx->d_ptr->refreshCurrentFbo(); size = sz; target = texture_target; // texture dimensions QT_RESET_GLERROR(); // reset error state GLuint fbo = 0; funcs.glGenFramebuffers(1, &fbo); funcs.glBindFramebuffer(GL_FRAMEBUFFER, fbo); GLuint texture = 0; GLuint color_buffer = 0; GLuint depth_buffer = 0; GLuint stencil_buffer = 0; QT_CHECK_GLERROR(); // init texture if (samples == 0) { funcs.glGenTextures(1, &texture); funcs.glBindTexture(target, texture); funcs.glTexImage2D(target, 0, internal_format, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); if (mipmap) { int width = size.width(); int height = size.height(); int level = 0; while (width > 1 || height > 1) { width = qMax(1, width >> 1); height = qMax(1, height >> 1); ++level; funcs.glTexImage2D(target, level, internal_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } } funcs.glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); funcs.glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); funcs.glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); funcs.glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); funcs.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, texture, 0); QT_CHECK_GLERROR(); valid = checkFramebufferStatus(); funcs.glBindTexture(target, 0); color_buffer = 0; } else {
void QOpenGLFramebufferObjectPrivate::initTexture(GLenum target, GLenum internal_format, const QSize &size, bool mipmap) { QOpenGLContext *ctx = QOpenGLContext::currentContext(); GLuint texture = 0; funcs.glGenTextures(1, &texture); funcs.glBindTexture(target, texture); funcs.glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); funcs.glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); funcs.glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); funcs.glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); funcs.glTexImage2D(target, 0, internal_format, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); if (mipmap) { int width = size.width(); int height = size.height(); int level = 0; while (width > 1 || height > 1) { width = qMax(1, width >> 1); height = qMax(1, height >> 1); ++level; funcs.glTexImage2D(target, level, internal_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } } funcs.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, texture, 0); QT_CHECK_GLERROR(); funcs.glBindTexture(target, 0); valid = checkFramebufferStatus(ctx); if (valid) texture_guard = new QOpenGLSharedResourceGuard(ctx, texture, freeTextureFunc); else funcs.glDeleteTextures(1, &texture); }
void QGLFramebufferObjectPrivate::init(QGLFramebufferObject *q, const QSize &sz, QGLFramebufferObject::Attachment attachment, GLenum texture_target, GLenum internal_format, GLint samples) { QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext()); fbo_guard.setContext(ctx); bool ext_detected = (QGLExtensions::glExtensions() & QGLExtensions::FramebufferObject); if (!ext_detected || (ext_detected && !qt_resolve_framebufferobject_extensions(ctx))) return; size = sz; target = texture_target; // texture dimensions QT_RESET_GLERROR(); // reset error state GLuint fbo = 0; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo); fbo_guard.setId(fbo); glDevice.setFBO(q, attachment); QT_CHECK_GLERROR(); // init texture if (samples == 0) { glGenTextures(1, &texture); glBindTexture(target, texture); glTexImage2D(target, 0, internal_format, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); #ifndef QT_OPENGL_ES glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #else glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #endif glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texture, 0); QT_CHECK_GLERROR(); valid = checkFramebufferStatus(); glBindTexture(target, 0); color_buffer = 0; } else { GLint maxSamples; glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples); samples = qBound(1, int(samples), int(maxSamples)); glGenRenderbuffers(1, &color_buffer); glBindRenderbuffer(GL_RENDERBUFFER_EXT, color_buffer); if (glRenderbufferStorageMultisampleEXT) { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, internal_format, size.width(), size.height()); } else { samples = 0; glRenderbufferStorage(GL_RENDERBUFFER_EXT, internal_format, size.width(), size.height()); } glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, color_buffer); QT_CHECK_GLERROR(); valid = checkFramebufferStatus(); if (valid) glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_SAMPLES_EXT, &samples); } if (attachment == QGLFramebufferObject::CombinedDepthStencil && (QGLExtensions::glExtensions() & QGLExtensions::PackedDepthStencil)) { // depth and stencil buffer needs another extension glGenRenderbuffers(1, &depth_stencil_buffer); Q_ASSERT(!glIsRenderbuffer(depth_stencil_buffer)); glBindRenderbuffer(GL_RENDERBUFFER_EXT, depth_stencil_buffer); Q_ASSERT(glIsRenderbuffer(depth_stencil_buffer)); if (samples != 0 && glRenderbufferStorageMultisampleEXT) glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH24_STENCIL8_EXT, size.width(), size.height()); else glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, size.width(), size.height()); GLint i = 0; glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i); glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_buffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_buffer); fbo_attachment = QGLFramebufferObject::CombinedDepthStencil; valid = checkFramebufferStatus(); if (!valid) glDeleteRenderbuffers(1, &depth_stencil_buffer); } else if (attachment == QGLFramebufferObject::Depth || attachment == QGLFramebufferObject::CombinedDepthStencil) { glGenRenderbuffers(1, &depth_stencil_buffer); Q_ASSERT(!glIsRenderbuffer(depth_stencil_buffer)); glBindRenderbuffer(GL_RENDERBUFFER_EXT, depth_stencil_buffer); Q_ASSERT(glIsRenderbuffer(depth_stencil_buffer)); if (samples != 0 && glRenderbufferStorageMultisampleEXT) { #ifdef QT_OPENGL_ES #define GL_DEPTH_COMPONENT16 0x81A5 glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH_COMPONENT16, size.width(), size.height()); #else glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH_COMPONENT, size.width(), size.height()); #endif } else { #ifdef QT_OPENGL_ES #define GL_DEPTH_COMPONENT16 0x81A5 glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, size.width(), size.height()); #else glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, size.width(), size.height()); #endif } GLint i = 0; glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i); glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_buffer); fbo_attachment = QGLFramebufferObject::Depth; valid = checkFramebufferStatus(); if (!valid) glDeleteRenderbuffers(1, &depth_stencil_buffer); } else { fbo_attachment = QGLFramebufferObject::NoAttachment; } glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo); if (!valid) { if (color_buffer) glDeleteRenderbuffers(1, &color_buffer); else glDeleteTextures(1, &texture); glDeleteFramebuffers(1, &fbo); fbo_guard.setId(0); } QT_CHECK_GLERROR(); format.setTextureTarget(target); format.setSamples(int(samples)); format.setAttachment(fbo_attachment); format.setInternalTextureFormat(internal_format); }
void QOpenGLFramebufferObjectPrivate::initAttachments(QOpenGLContext *ctx, QOpenGLFramebufferObject::Attachment attachment) { int samples = format.samples(); // free existing attachments if (depth_buffer_guard) { funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); depth_buffer_guard->free(); } if (stencil_buffer_guard) { funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); if (stencil_buffer_guard != depth_buffer_guard) stencil_buffer_guard->free(); } depth_buffer_guard = 0; stencil_buffer_guard = 0; GLuint depth_buffer = 0; GLuint stencil_buffer = 0; // In practice, a combined depth-stencil buffer is supported by all desktop platforms, while a // separate stencil buffer is not. On embedded devices however, a combined depth-stencil buffer // might not be supported while separate buffers are, according to QTBUG-12861. if (attachment == QOpenGLFramebufferObject::CombinedDepthStencil && funcs.hasOpenGLExtension(QOpenGLExtensions::PackedDepthStencil)) { // depth and stencil buffer needs another extension funcs.glGenRenderbuffers(1, &depth_buffer); funcs.glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer); Q_ASSERT(funcs.glIsRenderbuffer(depth_buffer)); if (samples != 0 && funcs.hasOpenGLExtension(QOpenGLExtensions::FramebufferMultisample)) funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_DEPTH24_STENCIL8, size.width(), size.height()); else funcs.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, size.width(), size.height()); stencil_buffer = depth_buffer; funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buffer); funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil_buffer); valid = checkFramebufferStatus(ctx); if (!valid) { funcs.glDeleteRenderbuffers(1, &depth_buffer); stencil_buffer = depth_buffer = 0; } } if (depth_buffer == 0 && (attachment == QOpenGLFramebufferObject::CombinedDepthStencil || (attachment == QOpenGLFramebufferObject::Depth))) { funcs.glGenRenderbuffers(1, &depth_buffer); funcs.glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer); Q_ASSERT(funcs.glIsRenderbuffer(depth_buffer)); if (samples != 0 && funcs.hasOpenGLExtension(QOpenGLExtensions::FramebufferMultisample)) { if (ctx->isOpenGLES()) { if (funcs.hasOpenGLExtension(QOpenGLExtensions::Depth24)) funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_DEPTH_COMPONENT24, size.width(), size.height()); else funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_DEPTH_COMPONENT16, size.width(), size.height()); } else { funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_DEPTH_COMPONENT, size.width(), size.height()); } } else { if (ctx->isOpenGLES()) { if (funcs.hasOpenGLExtension(QOpenGLExtensions::Depth24)) { funcs.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size.width(), size.height()); } else { funcs.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size.width(), size.height()); } } else { funcs.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.width(), size.height()); } } funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buffer); valid = checkFramebufferStatus(ctx); if (!valid) { funcs.glDeleteRenderbuffers(1, &depth_buffer); depth_buffer = 0; } } if (stencil_buffer == 0 && (attachment == QOpenGLFramebufferObject::CombinedDepthStencil)) { funcs.glGenRenderbuffers(1, &stencil_buffer); funcs.glBindRenderbuffer(GL_RENDERBUFFER, stencil_buffer); Q_ASSERT(funcs.glIsRenderbuffer(stencil_buffer)); #ifdef QT_OPENGL_ES GLenum storage = GL_STENCIL_INDEX8; #else GLenum storage = ctx->isOpenGLES() ? GL_STENCIL_INDEX8 : GL_STENCIL_INDEX; #endif if (samples != 0 && funcs.hasOpenGLExtension(QOpenGLExtensions::FramebufferMultisample)) funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, storage, size.width(), size.height()); else funcs.glRenderbufferStorage(GL_RENDERBUFFER, storage, size.width(), size.height()); funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil_buffer); valid = checkFramebufferStatus(ctx); if (!valid) { funcs.glDeleteRenderbuffers(1, &stencil_buffer); stencil_buffer = 0; } } // The FBO might have become valid after removing the depth or stencil buffer. valid = checkFramebufferStatus(ctx); if (depth_buffer && stencil_buffer) { fbo_attachment = QOpenGLFramebufferObject::CombinedDepthStencil; } else if (depth_buffer) { fbo_attachment = QOpenGLFramebufferObject::Depth; } else { fbo_attachment = QOpenGLFramebufferObject::NoAttachment; } if (valid) { if (depth_buffer) depth_buffer_guard = new QOpenGLSharedResourceGuard(ctx, depth_buffer, freeRenderbufferFunc); if (stencil_buffer) { if (stencil_buffer == depth_buffer) stencil_buffer_guard = depth_buffer_guard; else stencil_buffer_guard = new QOpenGLSharedResourceGuard(ctx, stencil_buffer, freeRenderbufferFunc); } } else { if (depth_buffer) funcs.glDeleteRenderbuffers(1, &depth_buffer); if (stencil_buffer && depth_buffer != stencil_buffer) funcs.glDeleteRenderbuffers(1, &stencil_buffer); } QT_CHECK_GLERROR(); format.setAttachment(fbo_attachment); }
void QOpenGLFramebufferObjectPrivate::init(QOpenGLFramebufferObject *, const QSize &sz, QOpenGLFramebufferObject::Attachment attachment, GLenum texture_target, GLenum internal_format, GLint samples, bool mipmap) { QOpenGLContext *ctx = QOpenGLContext::currentContext(); funcs.initializeOpenGLFunctions(); if (!funcs.hasOpenGLFeature(QOpenGLFunctions::Framebuffers)) return; // Fall back to using a normal non-msaa FBO if we don't have support for MSAA if (!funcs.hasOpenGLExtension(QOpenGLExtensions::FramebufferMultisample) || !funcs.hasOpenGLExtension(QOpenGLExtensions::FramebufferBlit)) { samples = 0; } #ifndef QT_OPENGL_ES_2 GLint maxSamples; funcs.glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); samples = qBound(0, int(samples), int(maxSamples)); #endif size = sz; target = texture_target; // texture dimensions QT_RESET_GLERROR(); // reset error state GLuint fbo = 0; funcs.glGenFramebuffers(1, &fbo); funcs.glBindFramebuffer(GL_FRAMEBUFFER, fbo); GLuint color_buffer = 0; QT_CHECK_GLERROR(); // init texture if (samples == 0) { initTexture(texture_target, internal_format, size, mipmap); } else { mipmap = false; funcs.glGenRenderbuffers(1, &color_buffer); funcs.glBindRenderbuffer(GL_RENDERBUFFER, color_buffer); funcs.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internal_format, size.width(), size.height()); funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_buffer); QT_CHECK_GLERROR(); valid = checkFramebufferStatus(ctx); if (valid) { funcs.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples); color_buffer_guard = new QOpenGLSharedResourceGuard(ctx, color_buffer, freeRenderbufferFunc); } } format.setTextureTarget(target); format.setSamples(int(samples)); format.setInternalTextureFormat(internal_format); format.setMipmap(mipmap); initAttachments(ctx, attachment); funcs.glBindFramebuffer(GL_FRAMEBUFFER, ctx->d_func()->current_fbo); if (valid) { fbo_guard = new QOpenGLSharedResourceGuard(ctx, fbo, freeFramebufferFunc); } else { if (color_buffer_guard) { color_buffer_guard->free(); color_buffer_guard = 0; } else if (texture_guard) { texture_guard->free(); texture_guard = 0; } funcs.glDeleteFramebuffers(1, &fbo); } QT_CHECK_GLERROR(); }
void QGLFramebufferObjectPrivate::init(QGLFramebufferObject *q, const QSize &sz, QGLFramebufferObject::Attachment attachment, GLenum texture_target, GLenum internal_format, GLint samples) { QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext()); fbo_guard.setContext(ctx); bool ext_detected = (QGLExtensions::glExtensions() & QGLExtensions::FramebufferObject); if (!ext_detected || (ext_detected && !qt_resolve_framebufferobject_extensions(ctx))) return; size = sz; target = texture_target; // texture dimensions QT_RESET_GLERROR(); // reset error state GLuint fbo = 0; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo); fbo_guard.setId(fbo); glDevice.setFBO(q, attachment); QT_CHECK_GLERROR(); // init texture if (samples == 0) { glGenTextures(1, &texture); glBindTexture(target, texture); glTexImage2D(target, 0, internal_format, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); #ifndef QT_OPENGL_ES glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #else glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #endif glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texture, 0); QT_CHECK_GLERROR(); valid = checkFramebufferStatus(); glBindTexture(target, 0); color_buffer = 0; } else { GLint maxSamples; glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples); samples = qBound(0, int(samples), int(maxSamples)); glGenRenderbuffers(1, &color_buffer); glBindRenderbuffer(GL_RENDERBUFFER_EXT, color_buffer); if (glRenderbufferStorageMultisampleEXT && samples > 0) { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, internal_format, size.width(), size.height()); } else { samples = 0; glRenderbufferStorage(GL_RENDERBUFFER_EXT, internal_format, size.width(), size.height()); } glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, color_buffer); QT_CHECK_GLERROR(); valid = checkFramebufferStatus(); if (valid) glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_SAMPLES_EXT, &samples); } // In practice, a combined depth-stencil buffer is supported by all desktop platforms, while a // separate stencil buffer is not. On embedded devices however, a combined depth-stencil buffer // might not be supported while separate buffers are, according to QTBUG-12861. if (attachment == QGLFramebufferObject::CombinedDepthStencil && (QGLExtensions::glExtensions() & QGLExtensions::PackedDepthStencil)) { // depth and stencil buffer needs another extension glGenRenderbuffers(1, &depth_buffer); Q_ASSERT(!glIsRenderbuffer(depth_buffer)); glBindRenderbuffer(GL_RENDERBUFFER_EXT, depth_buffer); Q_ASSERT(glIsRenderbuffer(depth_buffer)); if (samples != 0 && glRenderbufferStorageMultisampleEXT) glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH24_STENCIL8_EXT, size.width(), size.height()); else glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, size.width(), size.height()); stencil_buffer = depth_buffer; glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_buffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, stencil_buffer); valid = checkFramebufferStatus(); if (!valid) { glDeleteRenderbuffers(1, &depth_buffer); stencil_buffer = depth_buffer = 0; } } if (depth_buffer == 0 && (attachment == QGLFramebufferObject::CombinedDepthStencil || (attachment == QGLFramebufferObject::Depth))) { glGenRenderbuffers(1, &depth_buffer); Q_ASSERT(!glIsRenderbuffer(depth_buffer)); glBindRenderbuffer(GL_RENDERBUFFER_EXT, depth_buffer); Q_ASSERT(glIsRenderbuffer(depth_buffer)); if (samples != 0 && glRenderbufferStorageMultisampleEXT) { #ifdef QT_OPENGL_ES if (QGLExtensions::glExtensions() & QGLExtensions::Depth24) { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH_COMPONENT24_OES, size.width(), size.height()); } else { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH_COMPONENT16, size.width(), size.height()); } #else glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH_COMPONENT, size.width(), size.height()); #endif } else { #ifdef QT_OPENGL_ES if (QGLExtensions::glExtensions() & QGLExtensions::Depth24) { glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24_OES, size.width(), size.height()); } else { glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, size.width(), size.height()); } #else glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, size.width(), size.height()); #endif } glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_buffer); valid = checkFramebufferStatus(); if (!valid) { glDeleteRenderbuffers(1, &depth_buffer); depth_buffer = 0; } } if (stencil_buffer == 0 && (attachment == QGLFramebufferObject::CombinedDepthStencil)) { glGenRenderbuffers(1, &stencil_buffer); Q_ASSERT(!glIsRenderbuffer(stencil_buffer)); glBindRenderbuffer(GL_RENDERBUFFER_EXT, stencil_buffer); Q_ASSERT(glIsRenderbuffer(stencil_buffer)); if (samples != 0 && glRenderbufferStorageMultisampleEXT) { #ifdef QT_OPENGL_ES glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_STENCIL_INDEX8_EXT, size.width(), size.height()); #else glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_STENCIL_INDEX, size.width(), size.height()); #endif } else { #ifdef QT_OPENGL_ES glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, size.width(), size.height()); #else glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX, size.width(), size.height()); #endif } glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, stencil_buffer); valid = checkFramebufferStatus(); if (!valid) { glDeleteRenderbuffers(1, &stencil_buffer); stencil_buffer = 0; } } // The FBO might have become valid after removing the depth or stencil buffer. valid = checkFramebufferStatus(); if (depth_buffer && stencil_buffer) { fbo_attachment = QGLFramebufferObject::CombinedDepthStencil; } else if (depth_buffer) { fbo_attachment = QGLFramebufferObject::Depth; } else { fbo_attachment = QGLFramebufferObject::NoAttachment; } glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo); if (!valid) { if (color_buffer) glDeleteRenderbuffers(1, &color_buffer); else glDeleteTextures(1, &texture); if (depth_buffer) glDeleteRenderbuffers(1, &depth_buffer); if (stencil_buffer && depth_buffer != stencil_buffer) glDeleteRenderbuffers(1, &stencil_buffer); glDeleteFramebuffers(1, &fbo); fbo_guard.setId(0); } QT_CHECK_GLERROR(); format.setTextureTarget(target); format.setSamples(int(samples)); format.setAttachment(fbo_attachment); format.setInternalTextureFormat(internal_format); }