/************************************************************************************ Filename : Util_GL_Blitter.h Content : GL implementation for blitting, supporting scaling & rotation Created : February 24, 2015 Authors : Reza Nourai Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved. Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); you may not use the Oculus VR Rift SDK except in compliance with the License, which is provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. You may obtain a copy of the License at http://www.oculusvr.com/licenses/LICENSE-3.2 Unless required by applicable law or agreed to in writing, the Oculus VR SDK distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ #ifndef OVR_Util_GL_Blitter_h #define OVR_Util_GL_Blitter_h #include "Kernel/OVR_RefCount.h" #include "GL/CAPI_GLE.h" #if defined(OVR_OS_WIN32) #include #include #elif defined(__APPLE__) #include #else #include #endif namespace OVR { namespace GLUtil { //------------------------------------------------------------------------------------- // ***** CAPI::Blitter // D3D11 implementation of blitter class Blitter : public RefCountBase { public: Blitter(); ~Blitter(); bool Initialize(); // Blit sourceTexture to the active frame buffer bool Blt(GLuint sourceTexId); private: GLuint ReadFBO; }; }} // namespace OVR::GLUtil #endif // OVR_Util_GL_Blitter_h