use gl_context::GLContext;
use gl_rasterization_context;
use euclid::Size2D;
use gleam::gl;
use std::sync::Arc;
pub struct GLRasterizationContext {
pub gl_context: Arc<GLContext>,
pub size: Size2D<i32>,
pub framebuffer_id: gl::GLuint,
texture_id: gl::GLuint,
depth_stencil_renderbuffer_id: gl::GLuint,
}
impl Drop for GLRasterizationContext {
fn drop(&mut self) {
self.make_current();
gl_rasterization_context::destroy_framebuffer(self.gl_context.gl(),
self.framebuffer_id,
self.texture_id,
self.depth_stencil_renderbuffer_id);
}
}
impl GLRasterizationContext {
pub fn new(gl_context: Arc<GLContext>,
size: Size2D<i32>)
-> Option<GLRasterizationContext> {
None
}
pub fn make_current(&self) {
self.gl_context.make_current();
}
pub fn flush(&self) {
self.make_current();
self.gl_context.gl().flush();
}
pub fn flush_to_surface(&self) {
self.gl_context.gl().bind_framebuffer(gl::READ_FRAMEBUFFER, self.framebuffer_id);
self.gl_context.gl().framebuffer_texture_2d(gl::FRAMEBUFFER, gl::COLOR_ATTACHMENT0, gl::TEXTURE_2D, 0, 0);
}
}