/* * Copyright (C) 2009 Apple 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 COMPUTER, INC. ``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 COMPUTER, INC. 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 WebGLFramebuffer_h #define WebGLFramebuffer_h #include "CanvasObject.h" #include #include namespace WebCore { class WebGLFramebuffer : public CanvasObject { public: virtual ~WebGLFramebuffer() { deleteObject(); } static PassRefPtr create(WebGLRenderingContext*); bool isDepthAttached() const { return (m_depthAttachment && m_depthAttachment->object()); } bool isStencilAttached() const { return (m_stencilAttachment && m_stencilAttachment->object()); } bool isDepthStencilAttached() const { return (m_depthStencilAttachment && m_depthStencilAttachment->object()); } void setAttachment(unsigned long, CanvasObject*); // This function is called right after a framebuffer is bound. // Because renderbuffers and textures attached to the framebuffer might // have changed and the framebuffer might have become complete when it // isn't bound, so we need to clear un-initialized renderbuffers. void onBind(); // When a texture or a renderbuffer changes, we need to check the // current bound framebuffer; if the newly changed object is attached // to the framebuffer and the framebuffer becomes complete, we need to // clear un-initialized renderbuffers. void onAttachedObjectChange(CanvasObject*); unsigned long getColorBufferFormat(); protected: WebGLFramebuffer(WebGLRenderingContext*); virtual void _deleteObject(Platform3DObject); private: virtual bool isFramebuffer() const { return true; } bool isUninitialized(CanvasObject*); void setInitialized(CanvasObject*); void initializeRenderbuffers(); // These objects are kept alive by the global table in // WebGLRenderingContext. CanvasObject* m_colorAttachment; CanvasObject* m_depthAttachment; CanvasObject* m_stencilAttachment; CanvasObject* m_depthStencilAttachment; }; } // namespace WebCore #endif // WebGLFramebuffer_h