1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
|
/*
* 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.
*/
#include "config.h"
#if USE(ACCELERATED_COMPOSITING)
#include "Canvas2DLayerChromium.h"
#include "DrawingBuffer.h"
#include "GraphicsContext3D.h"
namespace WebCore {
PassRefPtr<Canvas2DLayerChromium> Canvas2DLayerChromium::create(DrawingBuffer* drawingBuffer, GraphicsLayerChromium* owner)
{
return adoptRef(new Canvas2DLayerChromium(drawingBuffer, owner));
}
Canvas2DLayerChromium::Canvas2DLayerChromium(DrawingBuffer* drawingBuffer, GraphicsLayerChromium* owner)
: CanvasLayerChromium(owner)
, m_drawingBuffer(drawingBuffer)
{
}
Canvas2DLayerChromium::~Canvas2DLayerChromium()
{
if (m_textureId)
layerRendererContext()->deleteTexture(m_textureId);
}
void Canvas2DLayerChromium::updateContents()
{
if (!m_drawingBuffer)
return;
if (m_textureChanged) { // We have to generate a new backing texture.
GraphicsContext3D* context = layerRendererContext();
if (m_textureId)
context->deleteTexture(m_textureId);
m_textureId = context->createTexture();
context->activeTexture(GraphicsContext3D::TEXTURE0);
context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId);
IntSize size = m_drawingBuffer->size();
context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, size.width(), size.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, 0);
// Set the min-mag filters to linear and wrap modes to GraphicsContext3D::CLAMP_TO_EDGE
// to get around NPOT texture limitations of GLES.
context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR);
context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_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);
m_textureChanged = false;
// FIXME: The finish() here is required because we have to make sure that the texture created in this
// context (the compositor context) is actually created by the service side before the child context
// attempts to use it (in publishToPlatformLayer). finish() is currently the only call with strong
// enough semantics to promise this, but is actually much stronger. Ideally we'd do something like
// inserting a fence here and waiting for it before trying to publish.
context->finish();
}
// Update the contents of the texture used by the compositor.
if (m_contentsDirty) {
m_drawingBuffer->publishToPlatformLayer();
m_contentsDirty = false;
}
}
void Canvas2DLayerChromium::setTextureChanged()
{
m_textureChanged = true;
}
unsigned Canvas2DLayerChromium::textureId() const
{
return m_textureId;
}
void Canvas2DLayerChromium::setDrawingBuffer(DrawingBuffer* drawingBuffer)
{
if (drawingBuffer != m_drawingBuffer) {
m_drawingBuffer = drawingBuffer;
m_textureChanged = true;
}
}
}
#endif // USE(ACCELERATED_COMPOSITING)
|