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-rw-r--r--vcl/opengl/texture.cxx606
1 files changed, 606 insertions, 0 deletions
diff --git a/vcl/opengl/texture.cxx b/vcl/opengl/texture.cxx
new file mode 100644
index 000000000..9f4acc0fc
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+++ b/vcl/opengl/texture.cxx
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+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*
+ * This file is part of the LibreOffice project.
+ *
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/.
+ *
+ * This file incorporates work covered by the following license notice:
+ *
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed
+ * with this work for additional information regarding copyright
+ * ownership. The ASF licenses this file to you under the Apache
+ * License, Version 2.0 (the "License"); you may not use this file
+ * except in compliance with the License. You may obtain a copy of
+ * the License at http://www.apache.org/licenses/LICENSE-2.0 .
+ */
+
+#include <sal/config.h>
+#include <sal/log.hxx>
+#include <tools/stream.hxx>
+#include <vcl/opengl/OpenGLContext.hxx>
+#include <vcl/opengl/OpenGLHelper.hxx>
+
+#include <svdata.hxx>
+
+#include <vcl/pngwrite.hxx>
+
+#include <opengl/framebuffer.hxx>
+#include <opengl/texture.hxx>
+#include <opengl/zone.hxx>
+#include <opengl/RenderState.hxx>
+
+namespace
+{
+
+constexpr GLenum constInternalFormat = GL_RGBA8;
+
+} // end anonymous namespace
+
+// texture with allocated size
+ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, bool bAllocate ) :
+ mnTexture( 0 ),
+ mnWidth( nWidth ),
+ mnHeight( nHeight ),
+ mnFilter( GL_NEAREST ),
+ mnOptStencil( 0 )
+{
+ OpenGLVCLContextZone aContextZone;
+
+ auto& rState = OpenGLContext::getVCLContext()->state();
+ TextureState::generate(mnTexture);
+ rState.texture().active(0);
+ rState.texture().bind(mnTexture);
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ CHECK_GL_ERROR();
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ CHECK_GL_ERROR();
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ CHECK_GL_ERROR();
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ CHECK_GL_ERROR();
+ if( bAllocate )
+ {
+#ifdef DBG_UTIL
+ std::vector< sal_uInt8 > buffer;
+ buffer.resize( nWidth * nHeight * 4 );
+ for( int i = 0; i < nWidth * nHeight; ++i )
+ { // pre-fill the texture with deterministic garbage
+ bool odd = (i & 0x01);
+ buffer[ i * 4 ] = odd ? 0x40 : 0xBF;
+ buffer[ i * 4 + 1 ] = 0x80;
+ buffer[ i * 4 + 2 ] = odd ? 0xBF : 0x40;
+ buffer[ i * 4 + 3 ] = 0xFF;
+ }
+ glTexImage2D( GL_TEXTURE_2D, 0, constInternalFormat, nWidth, nHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer.data());
+#else
+ glTexImage2D( GL_TEXTURE_2D, 0, constInternalFormat, nWidth, nHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr );
+#endif
+ CHECK_GL_ERROR();
+ }
+
+ VCL_GL_INFO( "OpenGLTexture " << mnTexture << " " << nWidth << "x" << nHeight << " allocate" );
+}
+
+// texture with content retrieved from FBO
+ImplOpenGLTexture::ImplOpenGLTexture( int nX, int nY, int nWidth, int nHeight ) :
+ mnTexture( 0 ),
+ mnWidth( nWidth ),
+ mnHeight( nHeight ),
+ mnFilter( GL_NEAREST ),
+ mnOptStencil( 0 )
+{
+ OpenGLVCLContextZone aContextZone;
+
+ // FIXME We need the window height here
+ // nY = GetHeight() - nHeight - nY;
+
+ auto& rState = OpenGLContext::getVCLContext()->state();
+ TextureState::generate(mnTexture);
+ rState.texture().active(0);
+ rState.texture().bind(mnTexture);
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ CHECK_GL_ERROR();
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ CHECK_GL_ERROR();
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ CHECK_GL_ERROR();
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ CHECK_GL_ERROR();
+ glCopyTexImage2D( GL_TEXTURE_2D, 0, constInternalFormat, nX, nY, nWidth, nHeight, 0 );
+ CHECK_GL_ERROR();
+
+ VCL_GL_INFO( "OpenGLTexture " << mnTexture << " " << nWidth << "x" << nHeight << " from x" << nX << ", y" << nY );
+}
+
+// texture from buffer data
+ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, void const * pData ) :
+ mnTexture( 0 ),
+ mnWidth( nWidth ),
+ mnHeight( nHeight ),
+ mnFilter( GL_NEAREST ),
+ mnOptStencil( 0 )
+{
+ OpenGLVCLContextZone aContextZone;
+
+ auto& rState = OpenGLContext::getVCLContext()->state();
+ TextureState::generate(mnTexture);
+ rState.texture().active(0);
+ rState.texture().bind(mnTexture);
+
+ glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
+ CHECK_GL_ERROR();
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ CHECK_GL_ERROR();
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ CHECK_GL_ERROR();
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ CHECK_GL_ERROR();
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ CHECK_GL_ERROR();
+ glTexImage2D( GL_TEXTURE_2D, 0, constInternalFormat, mnWidth, mnHeight, 0, nFormat, nType, pData );
+ CHECK_GL_ERROR();
+
+ VCL_GL_INFO( "OpenGLTexture " << mnTexture << " " << nWidth << "x" << nHeight << " from data" );
+}
+
+GLuint ImplOpenGLTexture::AddStencil()
+{
+ assert( mnOptStencil == 0 );
+
+ glGenRenderbuffers( 1, &mnOptStencil );
+ CHECK_GL_ERROR();
+ glBindRenderbuffer( GL_RENDERBUFFER, mnOptStencil );
+ CHECK_GL_ERROR();
+ VCL_GL_INFO( "Allocate stencil " << mnWidth << " x " << mnHeight );
+ glRenderbufferStorage( GL_RENDERBUFFER, GL_STENCIL_INDEX,
+ mnWidth, mnHeight );
+ CHECK_GL_ERROR();
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ CHECK_GL_ERROR();
+
+ return mnOptStencil;
+}
+
+ImplOpenGLTexture::~ImplOpenGLTexture()
+{
+ VCL_GL_INFO( "~OpenGLTexture " << mnTexture );
+ if( mnTexture != 0 )
+ {
+ // During shutdown GL is already de-initialized, so we should not try to create a new context.
+ OpenGLZone aZone;
+ rtl::Reference<OpenGLContext> xContext = OpenGLContext::getVCLContext(false);
+ if( xContext.is() )
+ {
+ // FIXME: this is really not optimal performance-wise.
+
+ // Check we have been correctly un-bound from all framebuffers.
+ ImplSVData* pSVData = ImplGetSVData();
+ rtl::Reference<OpenGLContext> pContext = pSVData->maGDIData.mpLastContext;
+
+ if( pContext.is() )
+ {
+ pContext->makeCurrent();
+ pContext->UnbindTextureFromFramebuffers( mnTexture );
+ }
+
+ if( mnOptStencil != 0 )
+ {
+ glDeleteRenderbuffers( 1, &mnOptStencil );
+ mnOptStencil = 0;
+ }
+ auto& rState = pContext->state();
+ rState.texture().unbindAndDelete(mnTexture);
+ mnTexture = 0;
+ }
+ else
+ {
+ mnOptStencil = 0;
+ mnTexture = 0;
+ }
+ }
+}
+
+bool ImplOpenGLTexture::InsertBuffer(int nX, int nY, int nWidth, int nHeight, int nFormat, int nType, sal_uInt8 const * pData)
+{
+ if (!pData || mnTexture == 0)
+ return false;
+
+ rtl::Reference<OpenGLContext> xContext = OpenGLContext::getVCLContext();
+ xContext->state().texture().active(0);
+ xContext->state().texture().bind(mnTexture);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ CHECK_GL_ERROR();
+ glTexSubImage2D(GL_TEXTURE_2D, 0, nX, mnHeight - nY - nHeight, nWidth, nHeight, nFormat, nType, pData);
+ CHECK_GL_ERROR();
+
+ VCL_GL_INFO( "OpenGLTexture " << mnTexture << " Insert buff. to " << nX << " " << nY
+ << " size " << nWidth << "x" << nHeight << " from data" );
+
+ return true;
+}
+
+void ImplOpenGLTexture::InitializeSlotMechanism(int nInitialSlotSize)
+{
+ if (mpSlotReferences)
+ return;
+
+ mpSlotReferences.reset(new std::vector<int>(nInitialSlotSize, 0));
+}
+
+void ImplOpenGLTexture::IncreaseRefCount(int nSlotNumber)
+{
+ if (mpSlotReferences && nSlotNumber >= 0)
+ {
+ if (nSlotNumber >= int(mpSlotReferences->size()))
+ mpSlotReferences->resize(nSlotNumber + 1, 0);
+
+ mpSlotReferences->at(nSlotNumber)++;
+ }
+}
+
+void ImplOpenGLTexture::DecreaseRefCount(int nSlotNumber)
+{
+ if (mpSlotReferences && nSlotNumber >= 0)
+ {
+ if (nSlotNumber >= int(mpSlotReferences->size()))
+ mpSlotReferences->resize(nSlotNumber, 0);
+
+ mpSlotReferences->at(nSlotNumber)--;
+
+ if (mpSlotReferences->at(nSlotNumber) == 0 && mFunctSlotDeallocateCallback)
+ {
+ mFunctSlotDeallocateCallback(nSlotNumber);
+ }
+ }
+}
+
+OpenGLTexture::OpenGLTexture() :
+ maRect( 0, 0, 0, 0 ),
+ mpImpl(),
+ mnSlotNumber(-1)
+{
+}
+
+OpenGLTexture::OpenGLTexture(const std::shared_ptr<ImplOpenGLTexture>& rpImpl, tools::Rectangle aRectangle, int nSlotNumber)
+ : maRect(aRectangle)
+ , mpImpl(rpImpl)
+ , mnSlotNumber(nSlotNumber)
+{
+ if (mpImpl)
+ mpImpl->IncreaseRefCount(nSlotNumber);
+}
+
+OpenGLTexture::OpenGLTexture( int nWidth, int nHeight, bool bAllocate )
+ : maRect( Point( 0, 0 ), Size( nWidth, nHeight ) )
+ , mpImpl(std::make_shared<ImplOpenGLTexture>(nWidth, nHeight, bAllocate))
+ , mnSlotNumber(-1)
+{
+}
+
+OpenGLTexture::OpenGLTexture( int nX, int nY, int nWidth, int nHeight )
+ : maRect( Point( 0, 0 ), Size( nWidth, nHeight ) )
+ , mpImpl(std::make_shared<ImplOpenGLTexture>(nX, nY, nWidth, nHeight))
+ , mnSlotNumber(-1)
+{
+}
+
+OpenGLTexture::OpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, void const * pData )
+ : maRect( Point( 0, 0 ), Size( nWidth, nHeight ) )
+ , mpImpl(std::make_shared<ImplOpenGLTexture>(nWidth, nHeight, nFormat, nType, pData))
+ , mnSlotNumber(-1)
+{
+
+}
+
+OpenGLTexture::OpenGLTexture(const OpenGLTexture& rTexture)
+ : maRect(rTexture.maRect)
+ , mpImpl(rTexture.mpImpl)
+ , mnSlotNumber(rTexture.mnSlotNumber)
+{
+ if (mpImpl)
+ mpImpl->IncreaseRefCount(mnSlotNumber);
+}
+
+OpenGLTexture::OpenGLTexture(OpenGLTexture&& rTexture) noexcept
+ : maRect(rTexture.maRect)
+ , mpImpl(std::move(rTexture.mpImpl))
+ , mnSlotNumber(rTexture.mnSlotNumber)
+{
+}
+
+OpenGLTexture::OpenGLTexture( const OpenGLTexture& rTexture,
+ int nX, int nY, int nWidth, int nHeight )
+{
+ maRect = tools::Rectangle( Point( rTexture.maRect.Left() + nX, rTexture.maRect.Top() + nY ),
+ Size( nWidth, nHeight ) );
+ mpImpl = rTexture.mpImpl;
+ mnSlotNumber = rTexture.mnSlotNumber;
+ if (mpImpl)
+ mpImpl->IncreaseRefCount(mnSlotNumber);
+ VCL_GL_INFO( "Copying texture " << Id() << " [" << maRect.Left() << "," << maRect.Top() << "] " << GetWidth() << "x" << GetHeight() );
+}
+
+OpenGLTexture::~OpenGLTexture()
+{
+ if (mpImpl)
+ mpImpl->DecreaseRefCount(mnSlotNumber);
+}
+
+bool OpenGLTexture::IsUnique() const
+{
+ return !mpImpl || (mpImpl.use_count() == 1);
+}
+
+GLuint OpenGLTexture::Id() const
+{
+ if (mpImpl)
+ return mpImpl->mnTexture;
+ return 0;
+}
+
+int OpenGLTexture::GetWidth() const
+{
+ return maRect.GetWidth();
+}
+
+int OpenGLTexture::GetHeight() const
+{
+ return maRect.GetHeight();
+}
+
+GLuint OpenGLTexture::StencilId() const
+{
+ return mpImpl ? mpImpl->mnOptStencil : 0;
+}
+
+GLuint OpenGLTexture::AddStencil()
+{
+ if (mpImpl)
+ return mpImpl->AddStencil();
+ else
+ return 0;
+}
+
+void OpenGLTexture::GetCoord( GLfloat* pCoord, const SalTwoRect& rPosAry, bool bInverted ) const
+{
+ VCL_GL_INFO( "Getting coord " << Id() << " [" << maRect.Left() << "," << maRect.Top() << "] " << GetWidth() << "x" << GetHeight() );
+
+ if (!IsValid())
+ {
+ pCoord[0] = pCoord[1] = pCoord[2] = pCoord[3] = 0.0f;
+ pCoord[4] = pCoord[5] = pCoord[6] = pCoord[7] = 0.0f;
+ return;
+ }
+
+ pCoord[0] = pCoord[2] = (maRect.Left() + rPosAry.mnSrcX) / static_cast<double>(mpImpl->mnWidth);
+ pCoord[4] = pCoord[6] = (maRect.Left() + rPosAry.mnSrcX + rPosAry.mnSrcWidth) / static_cast<double>(mpImpl->mnWidth);
+
+ if( !bInverted )
+ {
+ pCoord[3] = pCoord[5] = 1.0f - (maRect.Top() + rPosAry.mnSrcY) / static_cast<double>(mpImpl->mnHeight);
+ pCoord[1] = pCoord[7] = 1.0f - (maRect.Top() + rPosAry.mnSrcY + rPosAry.mnSrcHeight) / static_cast<double>(mpImpl->mnHeight);
+ }
+ else
+ {
+ pCoord[1] = pCoord[7] = 1.0f - (maRect.Top() + rPosAry.mnSrcY) / static_cast<double>(mpImpl->mnHeight);
+ pCoord[3] = pCoord[5] = 1.0f - (maRect.Top() + rPosAry.mnSrcY + rPosAry.mnSrcHeight) / static_cast<double>(mpImpl->mnHeight);
+ }
+}
+
+void OpenGLTexture::GetTextureRect(const SalTwoRect& rPosAry, GLfloat& x1, GLfloat& x2, GLfloat& y1, GLfloat& y2) const
+{
+ if (IsValid())
+ {
+ double fTextureWidth(mpImpl->mnWidth);
+ double fTextureHeight(mpImpl->mnHeight);
+
+ x1 = (maRect.Left() + rPosAry.mnSrcX) / fTextureWidth;
+ x2 = (maRect.Left() + rPosAry.mnSrcX + rPosAry.mnSrcWidth) / fTextureWidth;
+
+ y1 = 1.0f - (maRect.Top() + rPosAry.mnSrcY) / fTextureHeight;
+ y2 = 1.0f - (maRect.Top() + rPosAry.mnSrcY + rPosAry.mnSrcHeight) / fTextureHeight;
+ }
+}
+
+template <>
+void OpenGLTexture::FillCoords<GL_TRIANGLE_FAN>(std::vector<GLfloat>& rCoords, const SalTwoRect& rPosAry) const
+{
+ GLfloat x1 = 0.0f;
+ GLfloat x2 = 0.0f;
+ GLfloat y1 = 0.0f;
+ GLfloat y2 = 0.0f;
+
+ GetTextureRect(rPosAry, x1, x2, y1, y2);
+
+ rCoords.insert(rCoords.end(), {
+ x1, y2, x1, y1,
+ x2, y1, x2, y2
+ });
+}
+
+template <>
+void OpenGLTexture::FillCoords<GL_TRIANGLES>(std::vector<GLfloat>& rCoords, const SalTwoRect& rPosAry) const
+{
+ GLfloat x1 = 0.0f;
+ GLfloat x2 = 0.0f;
+ GLfloat y1 = 0.0f;
+ GLfloat y2 = 0.0f;
+
+ GetTextureRect(rPosAry, x1, x2, y1, y2);
+
+ rCoords.insert(rCoords.end(), {
+ x1, y1, x2, y1, x1, y2,
+ x1, y2, x2, y1, x2, y2
+ });
+}
+
+void OpenGLTexture::GetWholeCoord( GLfloat* pCoord ) const
+{
+ if( GetWidth() != mpImpl->mnWidth || GetHeight() != mpImpl->mnHeight )
+ {
+ pCoord[0] = pCoord[2] = maRect.Left() / static_cast<double>(mpImpl->mnWidth);
+ pCoord[4] = pCoord[6] = maRect.Right() / static_cast<double>(mpImpl->mnWidth);
+ pCoord[3] = pCoord[5] = 1.0f - maRect.Top() / static_cast<double>(mpImpl->mnHeight);
+ pCoord[1] = pCoord[7] = 1.0f - maRect.Bottom() / static_cast<double>(mpImpl->mnHeight);
+ }
+ else
+ {
+ pCoord[0] = pCoord[2] = 0;
+ pCoord[4] = pCoord[6] = 1;
+ pCoord[1] = pCoord[7] = 0;
+ pCoord[3] = pCoord[5] = 1;
+ }
+}
+
+GLenum OpenGLTexture::GetFilter() const
+{
+ if( mpImpl )
+ return mpImpl->mnFilter;
+ return GL_NEAREST;
+}
+
+bool OpenGLTexture::CopyData(int nWidth, int nHeight, int nFormat, int nType, sal_uInt8 const * pData)
+{
+ if (!pData || !IsValid())
+ return false;
+
+ int nX = maRect.Left();
+ int nY = maRect.Top();
+
+ return mpImpl->InsertBuffer(nX, nY, nWidth, nHeight, nFormat, nType, pData);
+}
+
+void OpenGLTexture::SetFilter( GLenum nFilter )
+{
+ if( mpImpl )
+ {
+ mpImpl->mnFilter = nFilter;
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nFilter );
+ CHECK_GL_ERROR();
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nFilter );
+ CHECK_GL_ERROR();
+ }
+}
+
+void OpenGLTexture::Bind()
+{
+ if (IsValid())
+ {
+ OpenGLContext::getVCLContext()->state().texture().bind(mpImpl->mnTexture);
+ }
+ else
+ VCL_GL_INFO( "OpenGLTexture::Binding invalid texture" );
+
+ CHECK_GL_ERROR();
+}
+
+void OpenGLTexture::Unbind()
+{
+ if (IsValid())
+ {
+ OpenGLContext::getVCLContext()->state().texture().unbind(mpImpl->mnTexture);
+ }
+}
+
+void OpenGLTexture::SaveToFile(const OUString& rFileName)
+{
+ std::vector<sal_uInt8> aBuffer(GetWidth() * GetHeight() * 4);
+ Read(OpenGLHelper::OptimalBufferFormat(), GL_UNSIGNED_BYTE, aBuffer.data());
+ BitmapEx aBitmap = OpenGLHelper::ConvertBufferToBitmapEx(aBuffer.data(), GetWidth(), GetHeight());
+ try
+ {
+ vcl::PNGWriter aWriter(aBitmap);
+ SvFileStream sOutput(rFileName, StreamMode::WRITE);
+ aWriter.Write(sOutput);
+ sOutput.Close();
+ }
+ catch (...)
+ {
+ SAL_WARN("vcl.opengl", "Error writing png to " << rFileName);
+ }
+}
+
+void OpenGLTexture::Read( GLenum nFormat, GLenum nType, sal_uInt8* pData )
+{
+ if (!IsValid())
+ {
+ SAL_WARN( "vcl.opengl", "Can't read invalid texture" );
+ return;
+ }
+
+ OpenGLVCLContextZone aContextZone;
+
+ VCL_GL_INFO( "Reading texture " << Id() << " " << GetWidth() << "x" << GetHeight() );
+
+ if( GetWidth() == mpImpl->mnWidth && GetHeight() == mpImpl->mnHeight )
+ {
+ Bind();
+ glPixelStorei( GL_PACK_ALIGNMENT, 1 );
+ CHECK_GL_ERROR();
+ // XXX: Call not available with GLES 2.0
+ glGetTexImage( GL_TEXTURE_2D, 0, nFormat, nType, pData );
+ CHECK_GL_ERROR();
+ Unbind();
+ }
+ else
+ {
+ long nWidth = maRect.GetWidth();
+ long nHeight = maRect.GetHeight();
+ long nX = maRect.Left();
+ long nY = mpImpl->mnHeight - maRect.Top() - nHeight;
+
+ // Retrieve current context
+ ImplSVData* pSVData = ImplGetSVData();
+ rtl::Reference<OpenGLContext> pContext = pSVData->maGDIData.mpLastContext;
+ OpenGLFramebuffer* pFramebuffer = pContext->AcquireFramebuffer(*this);
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+ CHECK_GL_ERROR();
+ glReadPixels(nX, nY, nWidth, nHeight, nFormat, nType, pData);
+ CHECK_GL_ERROR();
+ OpenGLContext::ReleaseFramebuffer(pFramebuffer);
+ }
+}
+
+OpenGLTexture::operator bool() const
+{
+ return IsValid();
+}
+
+OpenGLTexture& OpenGLTexture::operator=(const OpenGLTexture& rTexture)
+{
+ OpenGLTexture aTemp(rTexture);
+ *this = std::move(aTemp);
+ return *this;
+}
+
+OpenGLTexture& OpenGLTexture::operator=(OpenGLTexture&& rTexture)
+{
+ if (mpImpl)
+ mpImpl->DecreaseRefCount(mnSlotNumber);
+
+ maRect = rTexture.maRect;
+ mpImpl = std::move(rTexture.mpImpl);
+ mnSlotNumber = rTexture.mnSlotNumber;
+
+ return *this;
+}
+
+bool OpenGLTexture::operator==( const OpenGLTexture& rTexture ) const
+{
+ return (mpImpl == rTexture.mpImpl
+ && maRect == rTexture.maRect
+ && mnSlotNumber == rTexture.mnSlotNumber);
+}
+
+bool OpenGLTexture::operator!=( const OpenGLTexture& rTexture ) const
+{
+ return !( *this == rTexture );
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */