2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (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://www.apache.org/licenses/LICENSE-2.0
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/renderers/render-frame-buffer.h>
21 #include <dali/internal/render/renderers/render-texture.h>
30 FrameBuffer::FrameBuffer( unsigned int width, unsigned int height, unsigned int attachments )
32 mDepthBuffer( attachments & Dali::FrameBuffer::Attachment::DEPTH ),
33 mStencilBuffer( attachments & Dali::FrameBuffer::Attachment::STENCIL ),
39 FrameBuffer::~FrameBuffer()
42 void FrameBuffer::Destroy( Context& context )
46 context.DeleteFramebuffers( 1, &mId );
50 void FrameBuffer::GlContextDestroyed()
55 void FrameBuffer::Initialize(Context& context)
57 context.GenFramebuffers( 1, &mId );
58 context.BindFramebuffer( GL_FRAMEBUFFER, mId );
62 // Create a depth render target.
63 context.GenRenderbuffers( 1, &mDepthBuffer );
64 context.BindRenderbuffer( GL_RENDERBUFFER, mDepthBuffer );
65 context.RenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mWidth, mHeight );
66 context.FramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthBuffer );
71 // Create a stencil render target.
72 context.GenRenderbuffers( 1, &mStencilBuffer );
73 context.BindRenderbuffer( GL_RENDERBUFFER, mStencilBuffer );
74 context.RenderbufferStorage( GL_RENDERBUFFER, GL_STENCIL_INDEX8, mWidth, mHeight );
75 context.FramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mStencilBuffer );
78 context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
81 void FrameBuffer::AttachColorTexture( Context& context, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
83 context.BindFramebuffer( GL_FRAMEBUFFER, mId );
85 // Create a color attachment.
86 if( texture->GetType() == TextureType::TEXTURE_2D )
88 if( !texture->IsNativeImage() )
90 context.FramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetId(), mipmapLevel );
94 // If it's a native image we need to use GL_TEXTURE_EXTERNAL_OES as the texture target parameter
95 context.FramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_EXTERNAL_OES, texture->GetId(), mipmapLevel );
100 context.FramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, texture->GetId(), mipmapLevel );
103 context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
106 void FrameBuffer::Bind( Context& context )
108 context.BindFramebuffer( GL_FRAMEBUFFER, mId );
111 unsigned int FrameBuffer::GetWidth() const
116 unsigned int FrameBuffer::GetHeight() const