Use kUtilityFramebuffer in GlCalculatorHelper
All calculators using the same context can share a single framebuffer object. PiperOrigin-RevId: 490605074
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@ -27,19 +27,7 @@ namespace mediapipe {
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GlCalculatorHelper::GlCalculatorHelper() {}
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GlCalculatorHelper::GlCalculatorHelper() {}
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GlCalculatorHelper::~GlCalculatorHelper() {
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GlCalculatorHelper::~GlCalculatorHelper() {}
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if (!Initialized()) return;
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RunInGlContext(
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[this] {
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if (framebuffer_) {
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glDeleteFramebuffers(1, &framebuffer_);
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framebuffer_ = 0;
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}
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return absl::OkStatus();
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},
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/*calculator_context=*/nullptr)
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.IgnoreError();
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}
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void GlCalculatorHelper::InitializeInternal(CalculatorContext* cc,
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void GlCalculatorHelper::InitializeInternal(CalculatorContext* cc,
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GpuResources* gpu_resources) {
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GpuResources* gpu_resources) {
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@ -125,9 +113,9 @@ void GlCalculatorHelper::CreateFramebuffer() {
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// Our framebuffer will have a color attachment but no depth attachment,
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// Our framebuffer will have a color attachment but no depth attachment,
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// so it's important that the depth test be off. It is disabled by default,
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// so it's important that the depth test be off. It is disabled by default,
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// but we wanted to be explicit.
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// but we wanted to be explicit.
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// TODO: move this to glBindFramebuffer?
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// TODO: move this to glBindFramebuffer? Or just remove.
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glGenFramebuffers(1, &framebuffer_);
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framebuffer_ = kUtilityFramebuffer.Get(*gl_context_);
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}
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}
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void GlCalculatorHelper::BindFramebuffer(const GlTexture& dst) {
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void GlCalculatorHelper::BindFramebuffer(const GlTexture& dst) {
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