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#include <mbgl/util/offscreen_texture.hpp>
#include <mbgl/gl/context.hpp>
#include <cstring>
#include <cassert>
namespace mbgl {
OffscreenTexture::OffscreenTexture(gl::Context& context_, const Size size_)
: size(std::move(size_)), context(context_) {
assert(size);
}
void OffscreenTexture::bind() {
if (!framebuffer) {
texture = context.createTexture(size);
framebuffer = context.createFramebuffer(*texture);
} else {
context.bindFramebuffer = framebuffer->framebuffer;
}
context.viewport = { 0, 0, size };
}
gl::Texture& OffscreenTexture::getTexture() {
assert(texture);
return *texture;
}
PremultipliedImage OffscreenTexture::readStillImage() {
return context.readFramebuffer<PremultipliedImage>(size);
}
} // namespace mbgl
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