2 * Copyright (c) 2019 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-texture-frame-buffer.h>
21 #include <dali/internal/render/renderers/render-texture.h>
30 TextureFrameBuffer::TextureFrameBuffer( uint32_t width, uint32_t height, Mask attachments )
34 mDepthBuffer( attachments & Dali::FrameBuffer::Attachment::DEPTH ),
35 mStencilBuffer( attachments & Dali::FrameBuffer::Attachment::STENCIL ),
41 TextureFrameBuffer::~TextureFrameBuffer()
44 void TextureFrameBuffer::Destroy( Context& context )
48 context.DeleteFramebuffers( 1, &mId );
52 void TextureFrameBuffer::GlContextDestroyed()
57 void TextureFrameBuffer::Initialize(Context& context)
59 context.GenFramebuffers( 1, &mId );
60 context.BindFramebuffer( GL_FRAMEBUFFER, mId );
64 // Create a depth render target.
65 context.GenRenderbuffers( 1, &mDepthBuffer );
66 context.BindRenderbuffer( GL_RENDERBUFFER, mDepthBuffer );
67 context.RenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mWidth, mHeight );
68 context.FramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthBuffer );
73 // Create a stencil render target.
74 context.GenRenderbuffers( 1, &mStencilBuffer );
75 context.BindRenderbuffer( GL_RENDERBUFFER, mStencilBuffer );
76 context.RenderbufferStorage( GL_RENDERBUFFER, GL_STENCIL_INDEX8, mWidth, mHeight );
77 context.FramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mStencilBuffer );
80 context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
83 void TextureFrameBuffer::AttachColorTexture( Context& context, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
85 context.BindFramebuffer( GL_FRAMEBUFFER, mId );
87 mTextureId = texture->GetId();
89 // Create a color attachment.
90 if( texture->GetType() == TextureType::TEXTURE_2D )
92 context.FramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture->GetTarget(), mTextureId, mipmapLevel );
96 context.FramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, mTextureId, mipmapLevel );
99 context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
102 void TextureFrameBuffer::Bind( Context& context )
104 context.BindFramebuffer( GL_FRAMEBUFFER, mId );
107 uint32_t TextureFrameBuffer::GetWidth() const
112 uint32_t TextureFrameBuffer::GetHeight() const