// INTERNAL INCLUDES
#include <dali/internal/render/gl-resources/context.h>
+#include <dali/internal/render/gl-resources/texture-units.h>
#include <dali/integration-api/debug.h>
namespace Dali
namespace Internal
{
-NativeFrameBufferTexture::NativeFrameBufferTexture( NativeImagePtr nativeImage, Context& context)
+NativeFrameBufferTexture::NativeFrameBufferTexture( NativeImageInterfacePtr nativeImage, Context& context)
: FrameBufferTexture(nativeImage->GetWidth(),
nativeImage->GetHeight(),
- nativeImage->GetPixelFormat(),
context),
mNativeImage(nativeImage)
{
bool NativeFrameBufferTexture::IsFullyOpaque() const
{
- // TODO - Should test actual texture...
return !HasAlphaChannel();
}
bool NativeFrameBufferTexture::HasAlphaChannel() const
{
- return Pixel::HasAlpha(mNativeImage->GetPixelFormat());
+ return mNativeImage->RequiresBlending();
}
bool NativeFrameBufferTexture::Init()
if( mNativeImage->GlExtensionCreate() )
{
mContext.GenTextures(1, &mId);
- mContext.ActiveTexture(GL_TEXTURE7); // bind in unused unit so rebind works the first time
+ mContext.ActiveTexture( TEXTURE_UNIT_UPLOAD ); // bind in unused unit so rebind works the first time
mContext.Bind2dTexture(mId);
mContext.PixelStorei(GL_UNPACK_ALIGNMENT, 1); // We always use tightly packed data
- mContext.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- mContext.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mContext.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
mContext.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// platform specific implementation decides on what GL extension to use
mNativeImage->TargetTexture();
- if (!mFrameBufferName)
- {
- // generate frame and render buffer names
- mContext.GenFramebuffers(1, &mFrameBufferName);
- mContext.GenRenderbuffers(1, &mRenderBufferName);
+ // generate frame and render buffer names
+ mContext.GenFramebuffers(1, &mFrameBufferName);
+ mContext.GenRenderbuffers(1, &mRenderBufferName);
- // Bind render buffer and create 16 depth buffer
- mContext.BindRenderbuffer(GL_RENDERBUFFER, mRenderBufferName);
- mContext.RenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mWidth, mHeight);
- }
+ // Bind render buffer and create 16 depth buffer
+ mContext.BindRenderbuffer(GL_RENDERBUFFER, mRenderBufferName);
+ mContext.RenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mWidth, mHeight);
}
else
{
mNativeImage.Reset();
}
-
} //namespace Internal
} //namespace Dali