DefaultFramebuffer::DefaultFramebuffer(Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil) { mColorbufferPointer = new Renderbuffer(0, colorbuffer); Renderbuffer *depthStencilRenderbuffer = new Renderbuffer(0, depthStencil); mDepthbufferPointer = depthStencilRenderbuffer; mStencilbufferPointer = depthStencilRenderbuffer; mColorbufferType = GL_RENDERBUFFER_OES; mDepthbufferType = (depthStencilRenderbuffer->getDepthSize() != 0) ? GL_RENDERBUFFER_OES : GL_NONE_OES; mStencilbufferType = (depthStencilRenderbuffer->getStencilSize() != 0) ? GL_RENDERBUFFER_OES : GL_NONE_OES; }
DefaultFramebuffer::DefaultFramebuffer(rx::RenderbufferImpl *colorbuffer, rx::RenderbufferImpl *depthStencil) : Framebuffer(0) { Renderbuffer *colorRenderbuffer = new Renderbuffer(colorbuffer, 0); mColorbuffers[0] = new RenderbufferAttachment(GL_BACK, colorRenderbuffer); Renderbuffer *depthStencilBuffer = new Renderbuffer(depthStencil, 0); // Make a new attachment objects to ensure we do not double-delete // See angle issue 686 mDepthbuffer = (depthStencilBuffer->getDepthSize() != 0 ? new RenderbufferAttachment(GL_DEPTH_ATTACHMENT, depthStencilBuffer) : NULL); mStencilbuffer = (depthStencilBuffer->getStencilSize() != 0 ? new RenderbufferAttachment(GL_STENCIL_ATTACHMENT, depthStencilBuffer) : NULL); mDrawBufferStates[0] = GL_BACK; mReadBufferState = GL_BACK; }
DefaultFramebuffer::DefaultFramebuffer(rx::Renderer *renderer, Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil) : Framebuffer(renderer) { mColorbufferPointers[0].set(new Renderbuffer(mRenderer, 0, colorbuffer)); Renderbuffer *depthStencilRenderbuffer = new Renderbuffer(mRenderer, 0, depthStencil); mDepthbufferPointer.set(depthStencilRenderbuffer); mStencilbufferPointer.set(depthStencilRenderbuffer); mColorbufferTypes[0] = GL_RENDERBUFFER; mDepthbufferType = (depthStencilRenderbuffer->getDepthSize() != 0) ? GL_RENDERBUFFER : GL_NONE; mStencilbufferType = (depthStencilRenderbuffer->getStencilSize() != 0) ? GL_RENDERBUFFER : GL_NONE; mDrawBufferStates[0] = GL_BACK; mReadBufferState = GL_BACK; }