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#include "SkGLDevice_FBO.h"
#include "SkRegion.h"
SkGLDevice_FBO::SkGLDevice_FBO(const SkBitmap& bitmap, bool offscreen)
: SkGLDevice(bitmap, offscreen) {
fFBO = 0;
fTextureID = 0;
if (offscreen) {
int nw = SkNextPow2(bitmap.rowBytesAsPixels());
int nh = SkNextPow2(bitmap.height());
glGenFramebuffersEXT(1, &fFBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fFBO);
glGenTextures(1, &fTextureID);
glBindTexture(GL_TEXTURE_2D, fTextureID);
SkGL::SetTexParamsClamp(false);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, nw, nh, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, fTextureID, 0);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
SkDebugf("-- glCheckFramebufferStatusEXT %x\n", status);
}
// now reset back to "normal" drawing target
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
}
SkGLDevice_FBO::~SkGLDevice_FBO() {
if (fTextureID) {
glDeleteTextures(1, &fTextureID);
}
if (fFBO) {
glDeleteFramebuffersEXT(1, &fFBO);
}
}
SkGLDevice::TexOrientation SkGLDevice_FBO::bindDeviceAsTexture() {
if (fTextureID) {
glBindTexture(GL_TEXTURE_2D, fTextureID);
return kBottomToTop_TexOrientation;
}
return kNo_TexOrientation;
}
void SkGLDevice_FBO::gainFocus(SkCanvas* canvas) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fFBO);
// now we're ready for the viewport and projection matrix
this->INHERITED::gainFocus(canvas);
}
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