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| 1 #include "SkGLDevice_FBO.h" | |
| 2 #include "SkRegion.h" | |
| 3 | |
| 4 SkGLDevice_FBO::SkGLDevice_FBO(const SkBitmap& bitmap, bool offscreen) | |
| 5 : SkGLDevice(bitmap, offscreen) { | |
| 6 fFBO = 0; | |
| 7 fTextureID = 0; | |
| 8 | |
| 9 if (offscreen) { | |
| 10 int nw = SkNextPow2(bitmap.rowBytesAsPixels()); | |
| 11 int nh = SkNextPow2(bitmap.height()); | |
| 12 | |
| 13 glGenFramebuffersEXT(1, &fFBO); | |
| 14 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fFBO); | |
| 15 | |
| 16 glGenTextures(1, &fTextureID); | |
| 17 glBindTexture(GL_TEXTURE_2D, fTextureID); | |
| 18 SkGL::SetTexParamsClamp(false); | |
| 19 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, nw, nh, 0, | |
| 20 GL_RGBA, GL_UNSIGNED_BYTE, NULL); | |
| 21 | |
| 22 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, | |
| 23 GL_TEXTURE_2D, fTextureID, 0); | |
| 24 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); | |
| 25 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { | |
| 26 SkDebugf("-- glCheckFramebufferStatusEXT %x\n", status); | |
| 27 } | |
| 28 | |
| 29 // now reset back to "normal" drawing target | |
| 30 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); | |
| 31 } | |
| 32 } | |
| 33 | |
| 34 SkGLDevice_FBO::~SkGLDevice_FBO() { | |
| 35 if (fTextureID) { | |
| 36 glDeleteTextures(1, &fTextureID); | |
| 37 } | |
| 38 if (fFBO) { | |
| 39 glDeleteFramebuffersEXT(1, &fFBO); | |
| 40 } | |
| 41 } | |
| 42 | |
| 43 SkGLDevice::TexOrientation SkGLDevice_FBO::bindDeviceAsTexture() { | |
| 44 if (fTextureID) { | |
| 45 glBindTexture(GL_TEXTURE_2D, fTextureID); | |
| 46 return kBottomToTop_TexOrientation; | |
| 47 } | |
| 48 return kNo_TexOrientation; | |
| 49 } | |
| 50 | |
| 51 void SkGLDevice_FBO::gainFocus(SkCanvas* canvas) { | |
| 52 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fFBO); | |
| 53 | |
| 54 // now we're ready for the viewport and projection matrix | |
| 55 this->INHERITED::gainFocus(canvas); | |
| 56 } | |
| 57 | |
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