/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "renderbuffer_p.h" #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace OpenGL { RenderBuffer::RenderBuffer(int width, int height, QAbstractTexture::TextureFormat format) : m_size(width, height), m_format(format), m_renderBuffer(0), m_context(nullptr) { QOpenGLContext *ctx = QOpenGLContext::currentContext(); if (!ctx) { qWarning("Renderbuffer requires an OpenGL context"); return; } m_context = ctx; QOpenGLFunctions *f = ctx->functions(); f->glGenRenderbuffers(1, &m_renderBuffer); if (!m_renderBuffer) return; f->glBindRenderbuffer(GL_RENDERBUFFER, m_renderBuffer); while (f->glGetError() != GL_NO_ERROR) { } f->glRenderbufferStorage(GL_RENDERBUFFER, format, width, height); GLint err = f->glGetError(); if (err != GL_NO_ERROR) qWarning("Failed to set renderbuffer storage: error 0x%x", err); f->glBindRenderbuffer(GL_RENDERBUFFER, 0); } RenderBuffer::~RenderBuffer() { if (m_renderBuffer) { QOpenGLContext *ctx = QOpenGLContext::currentContext(); // Ignore the fact that renderbuffers are sharable resources and let's // just expect that the context is the same as when the resource was // created. QOpenGLTexture suffers from the same limitation anyway, and // this is unlikely to become an issue within Qt 3D. if (ctx == m_context) { ctx->functions()->glDeleteRenderbuffers(1, &m_renderBuffer); } else { qWarning("Wrong current context; renderbuffer not destroyed"); } } } void RenderBuffer::bind() { if (!m_renderBuffer) return; m_context->functions()->glBindRenderbuffer(GL_RENDERBUFFER, m_renderBuffer); } void RenderBuffer::release() { if (!m_context) return; m_context->functions()->glBindRenderbuffer(GL_RENDERBUFFER, 0); } } // namespace OpenGL } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE