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/*
* 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 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 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.
*/
#include "config.h"
#if ENABLE(WEBGL)
#include "WebGLTexture.h"
#include "WebGLContextGroup.h"
#include "WebGLFramebuffer.h"
#include "WebGLRenderingContextBase.h"
namespace WebCore {
Ref<WebGLTexture> WebGLTexture::create(WebGLRenderingContextBase& ctx)
{
return adoptRef(*new WebGLTexture(ctx));
}
WebGLTexture::WebGLTexture(WebGLRenderingContextBase& ctx)
: WebGLSharedObject(ctx)
, m_target(0)
{
setObject(ctx.graphicsContextGL()->createTexture());
}
WebGLTexture::~WebGLTexture()
{
if (!hasGroupOrContext())
return;
runDestructor();
}
void WebGLTexture::setTarget(GCGLenum target)
{
if (!object())
return;
// Target is finalized the first time bindTexture() is called.
if (m_target)
return;
m_target = target;
}
void WebGLTexture::deleteObjectImpl(const AbstractLocker&, GraphicsContextGL* context3d, PlatformGLObject object)
{
context3d->deleteTexture(object);
}
GCGLint WebGLTexture::computeLevelCount(GCGLsizei width, GCGLsizei height)
{
// return 1 + log2Floor(std::max(width, height));
GCGLsizei n = std::max(width, height);
if (n <= 0)
return 0;
GCGLint log = 0;
GCGLsizei value = n;
for (int ii = 4; ii >= 0; --ii) {
int shift = (1 << ii);
GCGLsizei x = (value >> shift);
if (x) {
value = x;
log += shift;
}
}
ASSERT(value == 1);
return log + 1;
}
}
#endif // ENABLE(WEBGL)
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