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/*
* 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 "WebGLLayerChromium.h"
#include "GraphicsContext3D.h"
#include "LayerRendererChromium.h"
namespace WebCore {
PassRefPtr<WebGLLayerChromium> WebGLLayerChromium::create(GraphicsLayerChromium* owner)
{
return adoptRef(new WebGLLayerChromium(owner));
}
WebGLLayerChromium::WebGLLayerChromium(GraphicsLayerChromium* owner)
: CanvasLayerChromium(owner)
, m_context(0)
{
}
void WebGLLayerChromium::updateContentsIfDirty()
{
if (!m_contentsDirty)
return;
GraphicsContext3D* rendererContext = layerRendererContext();
ASSERT(m_context);
if (m_textureChanged) {
rendererContext->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId);
// Set the min-mag filters to linear and wrap modes to GL_CLAMP_TO_EDGE
// to get around NPOT texture limitations of GLES.
rendererContext->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR);
rendererContext->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR);
rendererContext->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
rendererContext->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);
m_textureChanged = false;
}
// Update the contents of the texture used by the compositor.
if (m_contentsDirty) {
m_context->prepareTexture();
m_contentsDirty = false;
}
}
void WebGLLayerChromium::setContext(const GraphicsContext3D* context)
{
m_context = const_cast<GraphicsContext3D*>(context);
unsigned int textureId = m_context->platformTexture();
if (textureId != m_textureId)
m_textureChanged = true;
m_textureId = textureId;
}
}
#endif // USE(ACCELERATED_COMPOSITING)
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