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/*
* Copyright (C) 2010, 2011, 2012 Research In Motion Limited. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef WebGLLayerWebKitThread_h
#define WebGLLayerWebKitThread_h
#if USE(ACCELERATED_COMPOSITING) && ENABLE(WEBGL)
#include "EGLImageLayerWebKitThread.h"
namespace WebCore {
class GraphicsContext3D;
class WebGLLayerWebKitThread : public EGLImageLayerWebKitThread {
public:
static PassRefPtr<WebGLLayerWebKitThread> create()
{
return adoptRef(new WebGLLayerWebKitThread());
}
virtual ~WebGLLayerWebKitThread();
void setWebGLContext(GraphicsContext3D* context) { m_webGLContext = context; }
void webGLContextDestroyed();
protected:
virtual void updateTextureContentsIfNeeded();
virtual void deleteTextures();
private:
WebGLLayerWebKitThread();
GraphicsContext3D* m_webGLContext;
};
} // namespace WebCore
#endif // USE(ACCELERATED_COMPOSITING) && ENABLE(WEBGL)
#endif // WebGLLayerWebKitThread_h
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