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/*
* Copyright (C) 2013 Intel Corporation. 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. AND ITS 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 APPLE INC. OR ITS 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 GLTransportSurface_h
#define GLTransportSurface_h
#include "GLPlatformSurface.h"
#include <wtf/PassOwnPtr.h>
namespace WebCore {
class TextureMapperShaderProgram;
class GLTransportSurface : public GLPlatformSurface {
public:
// Creates a GL surface whose results can be transported to the UI process for display.
static PassOwnPtr<GLTransportSurface> createTransportSurface(const IntSize&, SurfaceAttributes = GLPlatformSurface::Default);
virtual ~GLTransportSurface();
virtual void updateContents(const uint32_t) override;
virtual void setGeometry(const IntRect&) override;
virtual void destroy() override;
protected:
GLTransportSurface(const IntSize&, SurfaceAttributes);
void updateTransformationMatrix();
void bindArrayBuffer() const;
void initializeShaderProgram();
void draw(const uint32_t);
RefPtr<GraphicsContext3D> m_context3D;
RefPtr<TextureMapperShaderProgram> m_shaderProgram;
Platform3DObject m_vbo;
Platform3DObject m_vertexHandle;
GLuint m_boundTexture;
};
class GLTransportSurfaceClient {
public:
static PassOwnPtr<GLTransportSurfaceClient> createTransportSurfaceClient(const PlatformBufferHandle, const IntSize&, bool);
virtual ~GLTransportSurfaceClient();
virtual void prepareTexture();
virtual void destroy();
GLuint texture() const { return m_texture; }
protected:
GLTransportSurfaceClient();
void createTexture();
GLuint m_texture;
};
}
#endif
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