Beispiel #1
0
static void setup_framebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) {
    //Setup framebuffer
    GrGLuint texture;
    GR_GL_CALL(gl, PixelStorei(GR_GL_UNPACK_ROW_LENGTH, 0));
    GR_GL_CALL(gl, PixelStorei(GR_GL_PACK_ROW_LENGTH, 0));
    GR_GL_CALL(gl, GenTextures(1, &texture));
    GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE15));
    GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture));
    GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST));
    GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST));
    GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE));
    GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE));
    GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D,
                              0, //level
                              GR_GL_RGBA8, //internal format
                              screenWidth, // width
                              screenHeight, // height
                              0, //border
                              GR_GL_RGBA, //format
                              GR_GL_UNSIGNED_BYTE, // type
                              NULL));

    // bind framebuffer
    GrGLuint framebuffer;
    GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
    GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer));
    GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer));
    GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
                                        GR_GL_COLOR_ATTACHMENT0,
                                        GR_GL_TEXTURE_2D,
                                        texture, 0));
    GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
    GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight));
}
GrGLuint SkNativeSharedGLContext::stealTextureID() {
    // Unbind the texture from the framebuffer.
    if (fGL && fFBO) {
        SK_GL(*this, BindFramebuffer(GR_GL_FRAMEBUFFER, fFBO));
        SK_GL(*this, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
                                          GR_GL_COLOR_ATTACHMENT0,
                                          GR_GL_TEXTURE_2D,
                                          0,
                                          0));
    }

    GrGLuint textureID = fTextureID;
    fTextureID = 0;
    return textureID;
}
Beispiel #3
0
void
WebGLFramebuffer::DetachTexture(const WebGLTexture* tex)
{
    for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
        if (mColorAttachments[i].Texture() == tex) {
            FramebufferTexture2D(LOCAL_GL_COLOR_ATTACHMENT0+i,
                                 LOCAL_GL_TEXTURE_2D, nullptr, 0);
            // It might be attached in multiple places, so don't break.
        }
    }

    if (mDepthAttachment.Texture() == tex) {
        FramebufferTexture2D(LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_TEXTURE_2D,
                             nullptr, 0);
    }
    if (mStencilAttachment.Texture() == tex) {
        FramebufferTexture2D(LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D,
                             nullptr, 0);
    }
    if (mDepthStencilAttachment.Texture() == tex) {
        FramebufferTexture2D(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT,
                             LOCAL_GL_TEXTURE_2D, nullptr, 0);
    }
}
bool SkNativeSharedGLContext::init(const int width, const int height) {
    if (fGL) {
        fGL->unref();
        this->destroyGLContext();
    }

    fGL = this->createGLContext();
    if (fGL) {
        const GrGLubyte* temp;

        GrGLBinding bindingInUse = GrGLGetBindingInUse(this->gl());

        if (!fGL->validate(bindingInUse) || !fExtensions.init(bindingInUse, fGL)) {
            fGL = NULL;
            this->destroyGLContext();
            return false;
        }

        SK_GL_RET(*this, temp, GetString(GR_GL_VERSION));
        const char* versionStr = reinterpret_cast<const char*>(temp);
        GrGLVersion version = GrGLGetVersionFromString(versionStr);

        // clear any existing GL erorrs
        GrGLenum error;
        do {
            SK_GL_RET(*this, error, GetError());
        } while (GR_GL_NO_ERROR != error);

        SK_GL(*this, GenFramebuffers(1, &fFBO));
        SK_GL(*this, BindFramebuffer(GR_GL_FRAMEBUFFER, fFBO));
        SK_GL(*this, GenTextures(1, &fTextureID));
        SK_GL(*this, BindTexture(GR_GL_TEXTURE_2D, fTextureID));
        SK_GL(*this, TexImage2D(GR_GL_TEXTURE_2D, 0,
                                GR_GL_RGBA,
                                width, height, 0,
                                GR_GL_RGBA, GR_GL_UNSIGNED_BYTE, 
                                NULL));
        SK_GL(*this, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE));
        SK_GL(*this, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE));
        SK_GL(*this, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST));
        SK_GL(*this, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST));
        SK_GL(*this, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
                                          GR_GL_COLOR_ATTACHMENT0,
                                          GR_GL_TEXTURE_2D,
                                          fTextureID, 0));
        SK_GL(*this, GenRenderbuffers(1, &fDepthStencilBufferID));
        SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, fDepthStencilBufferID));

        // Some drivers that support packed depth stencil will only succeed
        // in binding a packed format an FBO. However, we can't rely on packed
        // depth stencil being available.
        bool supportsPackedDepthStencil;
        if (kES2_GrGLBinding == bindingInUse) {
            supportsPackedDepthStencil = this->hasExtension("GL_OES_packed_depth_stencil");
        } else {
            supportsPackedDepthStencil = version >= GR_GL_VER(3,0) ||
                                         this->hasExtension("GL_EXT_packed_depth_stencil") ||
                                         this->hasExtension("GL_ARB_framebuffer_object");
        }

        if (supportsPackedDepthStencil) {
            // ES2 requires sized internal formats for RenderbufferStorage
            // On Desktop we let the driver decide.
            GrGLenum format = kES2_GrGLBinding == bindingInUse ?
                                    GR_GL_DEPTH24_STENCIL8 :
                                    GR_GL_DEPTH_STENCIL;
            SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
                                             format,
                                             width, height));
            SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
                                                 GR_GL_DEPTH_ATTACHMENT,
                                                 GR_GL_RENDERBUFFER,
                                                 fDepthStencilBufferID));
        } else {
            GrGLenum format = kES2_GrGLBinding == bindingInUse ?
                                    GR_GL_STENCIL_INDEX8 :
                                    GR_GL_STENCIL_INDEX;
            SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER,
                                             format,
                                             width, height));
        }
        SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
                                             GR_GL_STENCIL_ATTACHMENT,
                                             GR_GL_RENDERBUFFER,
                                             fDepthStencilBufferID));
        SK_GL(*this, Viewport(0, 0, width, height));
        SK_GL(*this, ClearStencil(0));
        SK_GL(*this, Clear(GR_GL_STENCIL_BUFFER_BIT));

        SK_GL_RET(*this, error, GetError());
        GrGLenum status;
        SK_GL_RET(*this, status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));

        if (GR_GL_FRAMEBUFFER_COMPLETE != status ||
            GR_GL_NO_ERROR != error) {
            fFBO = 0;
            fTextureID = 0;
            fDepthStencilBufferID = 0;
            fGL->unref();
            fGL = NULL;
            this->destroyGLContext();
            return false;
        } else {
            return true;
        }
    }
    return false;
}