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C++ QOpenGLFunctions::glCopyTexImage2D方法代码示例

本文整理汇总了C++中QOpenGLFunctions::glCopyTexImage2D方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLFunctions::glCopyTexImage2D方法的具体用法?C++ QOpenGLFunctions::glCopyTexImage2D怎么用?C++ QOpenGLFunctions::glCopyTexImage2D使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在QOpenGLFunctions的用法示例。


在下文中一共展示了QOpenGLFunctions::glCopyTexImage2D方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1:

void QQuickContext2DFBOTexture::endPainting()
{
    QQuickContext2DTexture::endPainting();

    // There may not be an FBO due to zero width or height.
    if (!m_fbo)
        return;

    if (m_multisampledFbo)
        QOpenGLFramebufferObject::blitFramebuffer(m_fbo, m_multisampledFbo);

    if (m_gl) {
        /* When rendering happens on the render thread, the fbo's texture is
         * used directly for display. If we are on the GUI thread or a
         * dedicated Canvas render thread, we need to decouple the FBO from
         * the texture we are displaying in the SG rendering thread to avoid
         * stalls and read/write issues in the GL pipeline as the FBO's texture
         * could then potentially be used in different threads.
         *
         * We could have gotten away with only one display texture, but this
         * would have implied that beginPainting would have to wait for SG
         * to release that texture.
         */

        if (m_onCustomThread)
            m_mutex.lock();

        QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
        if (m_displayTextures[0] == 0) {
            m_displayTexture = 1;
            funcs->glGenTextures(2, m_displayTextures);
        }

        m_fbo->bind();
        GLuint target = m_displayTexture == 0 ? 1 : 0;
        funcs->glBindTexture(GL_TEXTURE_2D, m_displayTextures[target]);
        funcs->glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, m_fbo->width(), m_fbo->height(), 0);

        if (m_onCustomThread)
            m_mutex.unlock();
    }

    m_fbo->bindDefault();
}
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