/* * Copyright (C) 2011, 2012 Sony Ericsson Mobile Communications AB * Copyright (C) 2012 Sony Mobile Communications AB * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef WebGLLayer_h #define WebGLLayer_h #include "config.h" #if ENABLE(WEBGL) && USE(ACCELERATED_COMPOSITING) #include "GLUtils.h" #include "GraphicsContext3DProxy.h" #include "LayerAndroid.h" #include "PassRefPtr.h" #include "RefPtr.h" #include namespace WebCore { class GraphicsContext3DInternal; class WebGLLayer : public LayerAndroid { public: WebGLLayer(PassRefPtr proxy); WebGLLayer(const WebGLLayer& layer); virtual ~WebGLLayer(); virtual LayerAndroid* copy() const { return new WebGLLayer(*this); } virtual bool drawGL(bool layerTilesDisabled); virtual bool isWebGL() const { return true; } private: RefPtr m_proxy; }; } // namespace WebCore #endif // ENABLE(WEBGL) && USE(ACCELERATED_COMPOSITING) #endif // WebGLLayer_h