/* * Copyright (C) 2010 Google Inc. All rights reserved. * * 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. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "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. */ #include "config.h" #if USE(ACCELERATED_COMPOSITING) #include "Canvas2DLayerChromium.h" #include "DrawingBuffer.h" #include "GraphicsContext3D.h" #include "LayerRendererChromium.h" namespace WebCore { PassRefPtr Canvas2DLayerChromium::create(DrawingBuffer* drawingBuffer, GraphicsLayerChromium* owner) { return adoptRef(new Canvas2DLayerChromium(drawingBuffer, owner)); } Canvas2DLayerChromium::Canvas2DLayerChromium(DrawingBuffer* drawingBuffer, GraphicsLayerChromium* owner) : CanvasLayerChromium(owner) , m_drawingBuffer(drawingBuffer) { } Canvas2DLayerChromium::~Canvas2DLayerChromium() { if (m_textureId) layerRendererContext()->deleteTexture(m_textureId); if (m_drawingBuffer && layerRenderer()) layerRenderer()->removeChildContext(m_drawingBuffer->graphicsContext3D().get()); } void Canvas2DLayerChromium::updateCompositorResources() { if (!m_contentsDirty || !m_drawingBuffer) return; if (m_textureChanged) { // We have to generate a new backing texture. GraphicsContext3D* context = layerRendererContext(); if (m_textureId) context->deleteTexture(m_textureId); m_textureId = context->createTexture(); context->activeTexture(GraphicsContext3D::TEXTURE0); context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId); IntSize size = m_drawingBuffer->size(); context->texImage2DResourceSafe(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, size.width(), size.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE); // Set the min-mag filters to linear and wrap modes to GraphicsContext3D::CLAMP_TO_EDGE // to get around NPOT texture limitations of GLES. context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR); context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR); context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE); context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE); m_textureChanged = false; // FIXME: The finish() here is required because we have to make sure that the texture created in this // context (the compositor context) is actually created by the service side before the child context // attempts to use it (in publishToPlatformLayer). finish() is currently the only call with strong // enough semantics to promise this, but is actually much stronger. Ideally we'd do something like // inserting a fence here and waiting for it before trying to publish. context->finish(); } // Update the contents of the texture used by the compositor. if (m_contentsDirty) { m_drawingBuffer->publishToPlatformLayer(); m_contentsDirty = false; } } void Canvas2DLayerChromium::setTextureChanged() { m_textureChanged = true; } unsigned Canvas2DLayerChromium::textureId() const { return m_textureId; } void Canvas2DLayerChromium::setDrawingBuffer(DrawingBuffer* drawingBuffer) { if (drawingBuffer != m_drawingBuffer) { if (m_drawingBuffer && layerRenderer()) layerRenderer()->removeChildContext(m_drawingBuffer->graphicsContext3D().get()); m_drawingBuffer = drawingBuffer; m_textureChanged = true; if (drawingBuffer && layerRenderer()) layerRenderer()->addChildContext(m_drawingBuffer->graphicsContext3D().get()); } } void Canvas2DLayerChromium::setLayerRenderer(LayerRendererChromium* newLayerRenderer) { if (layerRenderer() != newLayerRenderer) { if (m_drawingBuffer->graphicsContext3D()) { if (layerRenderer()) layerRenderer()->removeChildContext(m_drawingBuffer->graphicsContext3D().get()); if (newLayerRenderer) newLayerRenderer->addChildContext(m_drawingBuffer->graphicsContext3D().get()); } LayerChromium::setLayerRenderer(newLayerRenderer); } } } #endif // USE(ACCELERATED_COMPOSITING)