/* * Copyright (C) 2011 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 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 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 "cc/CCPluginLayerImpl.h" #include "GraphicsContext3D.h" #include "LayerRendererChromium.h" #include "PluginLayerChromium.h" #include namespace WebCore { CCPluginLayerImpl::CCPluginLayerImpl(LayerChromium* owner) : CCLayerImpl(owner) , m_textureId(0) { } CCPluginLayerImpl::~CCPluginLayerImpl() { } void CCPluginLayerImpl::draw(const IntRect&) { ASSERT(layerRenderer()); const CCPluginLayerImpl::Program* program = layerRenderer()->pluginLayerProgram(); ASSERT(program && program->initialized()); GraphicsContext3D* context = layerRenderer()->context(); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId)); // FIXME: setting the texture parameters every time is redundant. Move this code somewhere // where it will only happen once per texture. GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE)); GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE)); layerRenderer()->useShader(program->program()); GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); LayerChromium::drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform(), bounds().width(), bounds().height(), drawOpacity(), program->vertexShader().matrixLocation(), program->fragmentShader().alphaLocation()); } void CCPluginLayerImpl::dumpLayerProperties(TextStream& ts, int indent) const { writeIndent(ts, indent); ts << "plugin layer texture id: " << m_textureId << "\n"; CCLayerImpl::dumpLayerProperties(ts, indent); } } #endif // USE(ACCELERATED_COMPOSITING)