2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 // Licensed under the Flora License, Version 1.0 (the License);
5 // you may not use this file except in compliance with the License.
6 // You may obtain a copy of the License at
8 // http://floralicense.org/license/
10 // Unless required by applicable law or agreed to in writing, software
11 // distributed under the License is distributed on an AS IS BASIS,
12 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 // See the License for the specific language governing permissions and
14 // limitations under the License.
18 #include <dali/internal/render/gl-resources/native-frame-buffer-texture.h>
21 #include <dali/internal/render/gl-resources/context.h>
22 #include <dali/integration-api/debug.h>
30 NativeFrameBufferTexture::NativeFrameBufferTexture( NativeImagePtr nativeImage, Context& context)
31 : FrameBufferTexture(nativeImage->GetWidth(),
32 nativeImage->GetHeight(),
33 nativeImage->GetPixelFormat(),
35 mNativeImage(nativeImage)
37 DALI_LOG_INFO( Debug::Filter::gImage, Debug::General, "NativeFrameBufferTexture created 0x%x\n", &nativeImage );
40 NativeFrameBufferTexture::~NativeFrameBufferTexture()
42 DALI_LOG_INFO (Debug::Filter::gImage, Debug::General, "NativeFrameBufferTexture destroyed\n");
43 // GlCleanup() should already have been called by TextureCache ensuring the resource is destroyed
44 // on the render thread. (And avoiding a potentially problematic virtual call in the destructor)
47 bool NativeFrameBufferTexture::IsFullyOpaque() const
49 // TODO - Should test actual texture...
50 return !HasAlphaChannel();
53 bool NativeFrameBufferTexture::HasAlphaChannel() const
55 return Pixel::HasAlpha(mNativeImage->GetPixelFormat());
58 bool NativeFrameBufferTexture::Init()
60 DALI_LOG_TRACE_METHOD(Debug::Filter::gImage);
62 bool status( true ); // assume success
63 if( mFrameBufferName == 0 )
65 status = CreateGlTexture();
71 bool NativeFrameBufferTexture::CreateGlTexture()
73 DALI_LOG_TRACE_METHOD(Debug::Filter::gImage);
75 if( mNativeImage->GlExtensionCreate() )
77 mContext.GenTextures(1, &mId);
78 mContext.ActiveTexture(GL_TEXTURE7); // bind in unused unit so rebind works the first time
79 mContext.Bind2dTexture(mId);
81 mContext.PixelStorei(GL_UNPACK_ALIGNMENT, 1); // We always use tightly packed data
83 mContext.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
84 mContext.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
85 mContext.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
86 mContext.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
88 // platform specific implementation decides on what GL extension to use
89 mNativeImage->TargetTexture();
91 if (!mFrameBufferName)
93 // generate frame and render buffer names
94 mContext.GenFramebuffers(1, &mFrameBufferName);
95 mContext.GenRenderbuffers(1, &mRenderBufferName);
97 // Bind render buffer and create 16 depth buffer
98 mContext.BindRenderbuffer(GL_RENDERBUFFER, mRenderBufferName);
99 mContext.RenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mWidth, mHeight);
104 DALI_LOG_ERROR( "Error creating native image!" );
110 void NativeFrameBufferTexture::GlCleanup()
112 Texture::GlCleanup();
114 if (mFrameBufferName != 0)
116 mContext.DeleteFramebuffers(1, &mFrameBufferName );
117 mFrameBufferName = 0;
120 if (mRenderBufferName != 0)
122 mContext.DeleteRenderbuffers(1, &mRenderBufferName );
123 mRenderBufferName = 0;
126 mNativeImage->GlExtensionDestroy();
128 mNativeImage.Reset();
132 } //namespace Internal