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
|
/*
* Copyright (C) 2009 Apple 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:
* 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 COMPUTER, 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.
*/
#ifndef WebGLFramebuffer_h
#define WebGLFramebuffer_h
#include "WebGLContextObject.h"
#include "WebGLSharedObject.h"
#include <wtf/PassRefPtr.h>
#include <wtf/RefCounted.h>
namespace WebCore {
class WebGLRenderbuffer;
class WebGLTexture;
class WebGLFramebuffer : public WebGLContextObject {
public:
virtual ~WebGLFramebuffer();
static PassRefPtr<WebGLFramebuffer> create(WebGLRenderingContext*);
void setAttachmentForBoundFramebuffer(GC3Denum attachment, GC3Denum texTarget, WebGLTexture*, GC3Dint level);
void setAttachmentForBoundFramebuffer(GC3Denum attachment, WebGLRenderbuffer*);
// If an object is attached to the currently bound framebuffer, remove it.
void removeAttachmentFromBoundFramebuffer(WebGLSharedObject*);
// If a given attachment point for the currently bound framebuffer is not null, remove the attached object.
void removeAttachmentFromBoundFramebuffer(GC3Denum);
WebGLSharedObject* getAttachment(GC3Denum) const;
GC3Denum getColorBufferFormat() const;
GC3Dsizei getColorBufferWidth() const;
GC3Dsizei getColorBufferHeight() const;
// This should always be called before drawArray, drawElements, clear,
// readPixels, copyTexImage2D, copyTexSubImage2D if this framebuffer is
// currently bound.
// Return false if the framebuffer is incomplete; otherwise initialize
// the buffers if they haven't been initialized and
// needToInitializeRenderbuffers is true.
bool onAccess(GraphicsContext3D*, bool needToInitializeRenderbuffers);
// Software version of glCheckFramebufferStatus(), except that when
// FRAMEBUFFER_COMPLETE is returned, it is still possible for
// glCheckFramebufferStatus() to return FRAMEBUFFER_UNSUPPORTED,
// depending on hardware implementation.
GC3Denum checkStatus() const;
bool hasEverBeenBound() const { return object() && m_hasEverBeenBound; }
void setHasEverBeenBound() { m_hasEverBeenBound = true; }
protected:
WebGLFramebuffer(WebGLRenderingContext*);
virtual void deleteObjectImpl(GraphicsContext3D*, Platform3DObject);
private:
virtual bool isFramebuffer() const { return true; }
// Return false if framebuffer is incomplete.
bool initializeRenderbuffers(GraphicsContext3D*);
// Check if the framebuffer is currently bound.
bool isBound() const;
bool isColorAttached() const { return (m_colorAttachment && m_colorAttachment->object()); }
bool isDepthAttached() const { return (m_depthAttachment && m_depthAttachment->object()); }
bool isStencilAttached() const { return (m_stencilAttachment && m_stencilAttachment->object()); }
bool isDepthStencilAttached() const { return (m_depthStencilAttachment && m_depthStencilAttachment->object()); }
RefPtr<WebGLSharedObject> m_colorAttachment;
RefPtr<WebGLSharedObject> m_depthAttachment;
RefPtr<WebGLSharedObject> m_stencilAttachment;
RefPtr<WebGLSharedObject> m_depthStencilAttachment;
bool m_hasEverBeenBound;
GC3Denum m_texTarget;
GC3Dint m_texLevel;
};
} // namespace WebCore
#endif // WebGLFramebuffer_h
|