static gboolean
_2d_texture_renderer_init_fbo (GstAmc2DTextureRenderer * renderer)
{
  GstGLFuncs *gl;
  GLuint fake_texture = 0;
  guint out_width, out_height;

  out_width = GST_VIDEO_INFO_WIDTH (&renderer->info);
  out_height = GST_VIDEO_INFO_HEIGHT (&renderer->info);

  gl = renderer->context->gl_vtable;

  if (!gl->GenFramebuffers) {
    /* turn off the pipeline because Frame buffer object is a not present */
    gst_gl_context_set_error (renderer->context,
        "Context, EXT_framebuffer_object supported: no");
    return FALSE;
  }

  GST_INFO ("Context, EXT_framebuffer_object supported: yes");

  /* setup FBO */
  gl->GenFramebuffers (1, &renderer->fbo);
  gl->BindFramebuffer (GL_FRAMEBUFFER, renderer->fbo);

  /* setup the render buffer for depth */
  gl->GenRenderbuffers (1, &renderer->depth_buffer);
  gl->BindRenderbuffer (GL_RENDERBUFFER, renderer->depth_buffer);
  gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
      out_width, out_height);

  /* a fake texture is attached to the render FBO (cannot init without it) */
  gl->GenTextures (1, &fake_texture);
  gl->BindTexture (GL_TEXTURE_2D, fake_texture);
  gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, out_width, out_height,
      0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

  /* attach the texture to the FBO to renderer to */
  gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
      GL_TEXTURE_2D, fake_texture, 0);

  /* attach the depth render buffer to the FBO */
  gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
      GL_RENDERBUFFER, renderer->depth_buffer);

  if (!gst_gl_context_check_framebuffer_status (renderer->context)) {
    gst_gl_context_set_error (renderer->context,
        "GL framebuffer status incomplete");
    return FALSE;
  }

  /* unbind the FBO */
  gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
  gl->DeleteTextures (1, &fake_texture);

  return TRUE;
}