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