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/*
Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#ifndef TextureMapperGL_h
#define TextureMapperGL_h
#if USE(ACCELERATED_COMPOSITING)
#include "FloatQuad.h"
#include "IntSize.h"
#include "TextureMapper.h"
#include "TransformationMatrix.h"
namespace WebCore {
class TextureMapperGLData;
// An OpenGL-ES2 implementation of TextureMapper.
class TextureMapperGL : public TextureMapper {
public:
TextureMapperGL();
virtual ~TextureMapperGL();
// reimps from TextureMapper
virtual void drawTexture(const BitmapTexture& texture, const IntRect&, const TransformationMatrix& transform, float opacity, const BitmapTexture* maskTexture);
virtual void bindSurface(BitmapTexture* surface);
virtual void setClip(const IntRect&);
virtual void paintToTarget(const BitmapTexture&, const IntSize&, const TransformationMatrix&, float opacity, const IntRect& visibleRect);
virtual bool allowSurfaceForRoot() const { return true; }
virtual PassRefPtr<BitmapTexture> createTexture();
virtual const char* type() const;
void obtainCurrentContext();
bool makeContextCurrent();
static PassOwnPtr<TextureMapperGL> create()
{
return new TextureMapperGL;
}
private:
inline TextureMapperGLData& data() { return *m_data; }
TextureMapperGLData* m_data;
friend class BitmapTextureGL;
};
// An offscreen buffer to be rendered by software.
class RGBA32PremultimpliedBuffer : public RefCounted<RGBA32PremultimpliedBuffer> {
public:
virtual ~RGBA32PremultimpliedBuffer() {}
virtual PlatformGraphicsContext* beginPaint(const IntRect& dirtyRect, bool opaque) = 0;
virtual void endPaint() = 0;
virtual const void* data() const = 0;
static PassRefPtr<RGBA32PremultimpliedBuffer> create();
};
static inline int nextPowerOfTwo(int num)
{
for (int i = 0x10000000; i > 0; i >>= 1) {
if (num == i)
return num;
if (num & i)
return (i << 1);
}
return 1;
}
static inline IntSize nextPowerOfTwo(const IntSize& size)
{
return IntSize(nextPowerOfTwo(size.width()), nextPowerOfTwo(size.height()));
}
};
#endif
#endif
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