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/*
* Copyright (C) 2011 Andrew Wason (rectalogic@rectalogic.com)
*
* 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. ``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.
*/
#include "config.h"
#if ENABLE(ACCELERATED_2D_CANVAS) || ENABLE(WEBGL)
#include "DrawingBuffer.h"
namespace WebCore {
DrawingBuffer::DrawingBuffer(GraphicsContext3D* context,
const IntSize& size,
bool multisampleExtensionSupported,
bool packedDepthStencilExtensionSupported)
: m_context(context)
, m_size(-1, -1)
, m_multisampleExtensionSupported(multisampleExtensionSupported)
, m_packedDepthStencilExtensionSupported(packedDepthStencilExtensionSupported)
, m_fbo(context->createFramebuffer())
, m_colorBuffer(0)
, m_depthStencilBuffer(0)
, m_depthBuffer(0)
, m_stencilBuffer(0)
, m_multisampleFBO(0)
, m_multisampleColorBuffer(0)
{
ASSERT(m_fbo);
if (!m_fbo) {
clear();
return;
}
// create a texture to render into
m_colorBuffer = context->createTexture();
context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_colorBuffer);
context->texParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR);
context->texParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_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);
context->bindTexture(GraphicsContext3D::TEXTURE_2D, 0);
// Create the FBO
m_fbo = context->createFramebuffer();
ASSERT(m_fbo);
if (!m_fbo) {
clear();
return;
}
createSecondaryBuffers();
reset(size);
}
DrawingBuffer::~DrawingBuffer()
{
clear();
}
void DrawingBuffer::didReset()
{
}
#if USE(ACCELERATED_COMPOSITING)
PlatformLayer* DrawingBuffer::platformLayer()
{
return 0;
}
#endif
Platform3DObject DrawingBuffer::platformColorBuffer() const
{
return m_colorBuffer;
}
}
#endif
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