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#pragma once
#include <mbgl/gfx/offscreen_texture.hpp>
#include <mbgl/gfx/renderbuffer.hpp>
namespace mbgl {
namespace gl {
class Context;
class OffscreenTexture final : public gfx::OffscreenTexture {
public:
OffscreenTexture(gl::Context&,
Size size,
gfx::TextureChannelDataType type = gfx::TextureChannelDataType::UnsignedByte);
OffscreenTexture(gl::Context&,
Size size,
gfx::Renderbuffer<gfx::RenderbufferPixelType::Depth>&,
gfx::TextureChannelDataType type = gfx::TextureChannelDataType::UnsignedByte);
PremultipliedImage readStillImage() override;
gfx::Texture& getTexture() override;
};
} // namespace gl
} // namespace mbgl
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