/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkGLContext.h" SkGLContext::SkGLContext() : fFBO(0) , fGL(NULL) { } SkGLContext::~SkGLContext() { SkSafeUnref(fGL); } bool SkGLContext::init(int width, int height) { if (fGL) { fGL->unref(); this->destroyGLContext(); } fGL = this->createGLContext(); if (fGL) { GrGLuint cbID; GrGLuint dsID; SK_GL(*this, GenFramebuffers(1, &fFBO)); SK_GL(*this, BindFramebuffer(GR_GL_FRAMEBUFFER, fFBO)); SK_GL(*this, GenRenderbuffers(1, &cbID)); SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, cbID)); SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER, GR_GL_RGBA, width, height)); SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER, GR_GL_COLOR_ATTACHMENT0, GR_GL_RENDERBUFFER, cbID)); SK_GL(*this, GenRenderbuffers(1, &dsID)); SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, dsID)); SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER, GR_GL_DEPTH_STENCIL, width, height)); SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER, GR_GL_DEPTH_ATTACHMENT, GR_GL_RENDERBUFFER, dsID)); SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER, GR_GL_STENCIL_ATTACHMENT, GR_GL_RENDERBUFFER, dsID)); SK_GL(*this, Viewport(0, 0, width, height)); SK_GL(*this, ClearStencil(0)); SK_GL(*this, Clear(GR_GL_STENCIL_BUFFER_BIT)); GrGLenum status = SK_GL(*this, CheckFramebufferStatus(GR_GL_FRAMEBUFFER)); if (GR_GL_FRAMEBUFFER_COMPLETE != status) { fFBO = 0; fGL->unref(); fGL = NULL; this->destroyGLContext(); return false; } else { return true; } } return false; }