Switch to GL_ARB_framebuffer_object

GTK 4.0 was currently using GL_EXT_framebuffer_object, which is
deprecated as the ARB version has been merged into OpenGL 3.0 as well as
OpenGL ES 2.0, and provides laxer requirements.

This is a port of !2076 for 4.x.
This commit is contained in:
Emmanuel Gil Peyrot 2020-06-12 15:08:44 +02:00
parent 0d901ef174
commit 404d79153e
2 changed files with 21 additions and 21 deletions

View File

@ -348,7 +348,7 @@ gdk_cairo_draw_from_gl (cairo_t *cr,
paint_data = gdk_gl_context_get_paint_data (paint_context);
if (paint_data->tmp_framebuffer == 0)
glGenFramebuffersEXT (1, &paint_data->tmp_framebuffer);
glGenFramebuffers (1, &paint_data->tmp_framebuffer);
if (source_type == GL_RENDERBUFFER)
{
@ -390,19 +390,19 @@ gdk_cairo_draw_from_gl (cairo_t *cr,
cairo_surface_set_device_scale (image, buffer_scale, buffer_scale);
framebuffer = paint_data->tmp_framebuffer;
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, framebuffer);
glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
if (source_type == GL_RENDERBUFFER)
{
/* Create a framebuffer with the source renderbuffer and
make it the current target for reads */
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT, source);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, source);
}
else
{
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, source, 0);
glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, source, 0);
}
glPixelStorei (GL_PACK_ALIGNMENT, 4);
@ -418,7 +418,7 @@ gdk_cairo_draw_from_gl (cairo_t *cr,
glPixelStorei (GL_PACK_ROW_LENGTH, 0);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
glBindFramebuffer (GL_FRAMEBUFFER, 0);
cairo_surface_mark_dirty (image);

View File

@ -366,17 +366,17 @@ gtk_gl_area_ensure_buffers (GtkGLArea *area)
priv->have_buffers = TRUE;
glGenFramebuffersEXT (1, &priv->frame_buffer);
glGenFramebuffers (1, &priv->frame_buffer);
if ((priv->has_depth_buffer || priv->has_stencil_buffer))
{
if (priv->depth_stencil_buffer == 0)
glGenRenderbuffersEXT (1, &priv->depth_stencil_buffer);
glGenRenderbuffers (1, &priv->depth_stencil_buffer);
}
else if (priv->depth_stencil_buffer != 0)
{
/* Delete old depth/stencil buffer */
glDeleteRenderbuffersEXT (1, &priv->depth_stencil_buffer);
glDeleteRenderbuffers (1, &priv->depth_stencil_buffer);
priv->depth_stencil_buffer = 0;
}
@ -549,20 +549,20 @@ gtk_gl_area_attach_buffers (GtkGLArea *area)
else if (priv->needs_resize)
gtk_gl_area_allocate_buffers (area);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, priv->frame_buffer);
glBindFramebuffer (GL_FRAMEBUFFER, priv->frame_buffer);
if (priv->texture != NULL)
glFramebufferTexture2D (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, priv->texture->id, 0);
if (priv->depth_stencil_buffer)
{
if (priv->has_depth_buffer)
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, priv->depth_stencil_buffer);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, priv->depth_stencil_buffer);
if (priv->has_stencil_buffer)
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, priv->depth_stencil_buffer);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, priv->depth_stencil_buffer);
}
}
@ -578,14 +578,14 @@ gtk_gl_area_delete_buffers (GtkGLArea *area)
if (priv->depth_stencil_buffer != 0)
{
glDeleteRenderbuffersEXT (1, &priv->depth_stencil_buffer);
glDeleteRenderbuffers (1, &priv->depth_stencil_buffer);
priv->depth_stencil_buffer = 0;
}
if (priv->frame_buffer != 0)
{
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT (1, &priv->frame_buffer);
glBindFramebuffer (GL_FRAMEBUFFER, 0);
glDeleteFramebuffers (1, &priv->frame_buffer);
priv->frame_buffer = 0;
}
}
@ -716,8 +716,8 @@ gtk_gl_area_snapshot (GtkWidget *widget,
else
glDisable (GL_DEPTH_TEST);
status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
if (status == GL_FRAMEBUFFER_COMPLETE)
{
Texture *texture;