/* * 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. */ #ifndef DrawingBuffer_h #define DrawingBuffer_h #include "GraphicsContext3D.h" #include "GraphicsLayer.h" #include "IntSize.h" #include #include #include #if PLATFORM(MAC) #include #endif #if ENABLE(SKIA_GPU) class GrContext; struct GrPlatformSurfaceDesc; #endif namespace WebCore { #if PLATFORM(CHROMIUM) struct DrawingBufferInternal; #endif // Manages a rendering target (framebuffer + attachment) for a canvas. Can publish its rendering // results to a PlatformLayer for compositing. class DrawingBuffer : public RefCounted { public: friend class GraphicsContext3D; ~DrawingBuffer(); void clearFramebuffer(); // Returns true if the buffer was successfully resized. bool reset(const IntSize&); void bind(); IntSize size() const { return m_size; } Platform3DObject colorBuffer() const { return m_colorBuffer; } // Clear all resources from this object, as well as context. Called when context is destroyed // to prevent invalid accesses to the resources. void clear(); // Create the depth/stencil and multisample buffers, if needed. void createSecondaryBuffers(); void resizeDepthStencil(int sampleCount); // Copies the multisample color buffer to the normal color buffer and leaves m_fbo bound void commit(long x = 0, long y = 0, long width = -1, long height = -1); bool multisample() const { return m_context && m_context->getContextAttributes().antialias && m_multisampleExtensionSupported; } Platform3DObject platformColorBuffer() const; #if USE(ACCELERATED_COMPOSITING) PlatformLayer* platformLayer(); void publishToPlatformLayer(); #endif #if PLATFORM(CHROMIUM) class WillPublishCallback { WTF_MAKE_NONCOPYABLE(WillPublishCallback); public: WillPublishCallback() { } virtual ~WillPublishCallback() { } virtual void willPublish() = 0; }; void setWillPublishCallback(PassOwnPtr callback) { m_callback = callback; } #endif #if ENABLE(SKIA_GPU) void setGrContext(GrContext* ctx); void getGrPlatformSurfaceDesc(GrPlatformSurfaceDesc*); #endif PassRefPtr graphicsContext3D() const { return m_context; } private: static PassRefPtr create(GraphicsContext3D*, const IntSize&); DrawingBuffer(GraphicsContext3D*, const IntSize&, bool multisampleExtensionSupported, bool packedDepthStencilExtensionSupported); // Platform specific function called after reset() so each platform can do extra work if needed void didReset(); RefPtr m_context; IntSize m_size; bool m_multisampleExtensionSupported; bool m_packedDepthStencilExtensionSupported; Platform3DObject m_fbo; Platform3DObject m_colorBuffer; // This is used when we have OES_packed_depth_stencil. Platform3DObject m_depthStencilBuffer; // These are used when we don't. Platform3DObject m_depthBuffer; Platform3DObject m_stencilBuffer; // For multisampling Platform3DObject m_multisampleFBO; Platform3DObject m_multisampleColorBuffer; #if PLATFORM(CHROMIUM) OwnPtr m_callback; OwnPtr m_internal; #endif #if PLATFORM(MAC) RetainPtr m_platformLayer; #endif #if ENABLE(SKIA_GPU) GrContext* m_grContext; #endif }; } // namespace WebCore #endif // DrawingBuffer_h