/* * 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: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. 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 APPLE INC. AND ITS 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 APPLE INC. OR ITS 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 "LayerTexture.h" #include "GraphicsContext3D.h" #include "TextureManager.h" namespace WebCore { LayerTexture::LayerTexture(GraphicsContext3D* context, TextureManager* manager) : m_context(context) , m_textureManager(manager) , m_token(0) , m_format(0) , m_textureId(0) { } LayerTexture::~LayerTexture() { if (m_token) m_textureManager->releaseToken(m_token); } bool LayerTexture::isValid(const IntSize& size, unsigned format) { return m_token && size == m_size && format == m_format && m_textureManager->hasTexture(m_token); } bool LayerTexture::reserve(const IntSize& size, unsigned format) { if (!m_token) m_token = m_textureManager->getToken(); if (size == m_size && format == m_format && m_textureManager->hasTexture(m_token)) m_textureManager->protectTexture(m_token); else { m_textureId = m_textureManager->requestTexture(m_token, size, format); if (m_textureId) { m_size = size; m_format = format; } } return m_textureId; } void LayerTexture::bindTexture() { ASSERT(m_textureManager->hasTexture(m_token)); m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId); } void LayerTexture::framebufferTexture2D() { m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, m_textureId, 0); } } #endif // USE(ACCELERATED_COMPOSITING)