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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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