I'm trying to set up a CAEAGLLayer subclass with a gl context. That is, instead of creating a UIView subclass which returns a CAEAGLLayer and binding a gl context to this layer from within the UIView subclass, I'm directly subclassing the layer and trying to setup the context in the layer's init, like so:
- (id)init
{
self = [super init];
if (self) {
self.opaque = YES;
_glContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
NSAssert([EAGLContext setCurrentContext:_glContext], @"");
glGenRenderbuffers(1, &_colorRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);
[_glContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self];
glGenFramebuffers(1, &_framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderBuffer);
/// . . .
up to that point everything seems fine. However, I then try to create a shader program with a "pass-thru" vertex/fragment shader pair and while linking the program returns no errors, validation fails saying: "Current draw framebuffer is invalid."
The code that links and validates the shader program (after attaching the shaders) looks like so, just in case:
- (BOOL)linkAndValidateProgram
{
GLint status;
glLinkProgram(_shaderProgram);
#ifdef DEBUG
GLint infoLogLength;
GLchar *infoLog = NULL;
glGetProgramiv(_shaderProgram, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 0) {
infoLog = (GLchar *)malloc(infoLogLength);
glGetProgramInfoLog(_shaderProgram, infoLogLength, &infoLogLength, infoLog);
NSLog(@"Program link log:\n%s", infoLog);
free(infoLog);
}
#endif
glGetProgramiv(_shaderProgram, GL_LINK_STATUS, &status);
if (!status) {
return NO;
}
glValidateProgram(_shaderProgram);
#ifdef DEBUG
glGetProgramiv(_shaderProgram, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 0) {
infoLog = (GLchar *)malloc(infoLogLength);
glGetProgramInfoLog(_shaderProgram, infoLogLength, &infoLogLength, infoLog);
NSLog(@"Program validation log:\n%s", infoLog);
free(infoLog);
}
#endif
glGetProgramiv(_shaderProgram, GL_VALIDATE_STATUS, &status);
if (!status) {
return NO;
}
glUseProgram(_shaderProgram);
return YES;
}
I'm wondering if there might be some extra setup at some point throughout the lifecycle of CAEAGLLayer that I might be unaware of and might be skipping by trying to setup GL in init?
The problem was the layer has no dimensions at that point in init. Which in turn makes it where trying to set the render buffer storage to the layer implies a buffer of 0.
UPDATE: My current best thinking is that, instead of imposing a size on init (which worked fine for the purposes of testing but is kind hacky), I should just re set the buffer storage whenever the layer changes sizes. So I'm overriding -setBounds:
like so:
- (void)setBounds:(CGRect)bounds
{
[super setBounds:bounds];
[_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:self];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &someVariableToHoldWidthIfYouNeedIt);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &someVariableToHoldHeightIfYouNeedIt);
}