1 /* 2 * Copyright (C) 2009 Apple Inc. All rights reserved. 3 * 4 * Redistribution and use in source and binary forms, with or without 5 * modification, are permitted provided that the following conditions 6 * are met: 7 * 1. Redistributions of source code must retain the above copyright 8 * notice, this list of conditions and the following disclaimer. 9 * 2. Redistributions in binary form must reproduce the above copyright 10 * notice, this list of conditions and the following disclaimer in the 11 * documentation and/or other materials provided with the distribution. 12 * 13 * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY 14 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 15 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 16 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR 17 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 18 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 19 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 20 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 21 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 23 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 24 */ 25 26 #ifndef WebGLFramebuffer_h 27 #define WebGLFramebuffer_h 28 29 #include "WebGLObject.h" 30 31 #include <wtf/PassRefPtr.h> 32 #include <wtf/RefCounted.h> 33 34 namespace WebCore { 35 36 class WebGLRenderbuffer; 37 class WebGLTexture; 38 39 class WebGLFramebuffer : public WebGLObject { 40 public: 41 virtual ~WebGLFramebuffer() { deleteObject(); } 42 43 static PassRefPtr<WebGLFramebuffer> create(WebGLRenderingContext*); 44 45 void setAttachment(GC3Denum attachment, GC3Denum texTarget, WebGLTexture*, GC3Dint level); 46 void setAttachment(GC3Denum attachment, WebGLRenderbuffer*); 47 // If an object is attached to the framebuffer, remove it. 48 void removeAttachment(WebGLObject*); 49 WebGLObject* getAttachment(GC3Denum) const; 50 51 GC3Denum getColorBufferFormat() const; 52 GC3Dsizei getWidth() const; 53 GC3Dsizei getHeight() const; 54 55 // This should always be called before drawArray, drawElements, clear, 56 // readPixels, copyTexImage2D, copyTexSubImage2D if this framebuffer is 57 // currently bound. 58 // Return false if the framebuffer is incomplete; otherwise initialize 59 // the buffers if they haven't been initialized and 60 // needToInitializeRenderbuffers is true. 61 bool onAccess(bool needToInitializeRenderbuffers); 62 63 // Return false does not mean COMPLETE, might still be INCOMPLETE. 64 bool isIncomplete(bool checkInternalFormat) const; 65 66 bool hasEverBeenBound() const { return object() && m_hasEverBeenBound; } 67 68 void setHasEverBeenBound() { m_hasEverBeenBound = true; } 69 70 protected: 71 WebGLFramebuffer(WebGLRenderingContext*); 72 73 virtual void deleteObjectImpl(Platform3DObject); 74 75 private: 76 virtual bool isFramebuffer() const { return true; } 77 78 // Return false if framebuffer is incomplete. 79 bool initializeRenderbuffers(); 80 81 bool isColorAttached() const { return (m_colorAttachment && m_colorAttachment->object()); } 82 bool isDepthAttached() const { return (m_depthAttachment && m_depthAttachment->object()); } 83 bool isStencilAttached() const { return (m_stencilAttachment && m_stencilAttachment->object()); } 84 bool isDepthStencilAttached() const { return (m_depthStencilAttachment && m_depthStencilAttachment->object()); } 85 86 RefPtr<WebGLObject> m_colorAttachment; 87 RefPtr<WebGLObject> m_depthAttachment; 88 RefPtr<WebGLObject> m_stencilAttachment; 89 RefPtr<WebGLObject> m_depthStencilAttachment; 90 91 bool m_hasEverBeenBound; 92 93 GC3Denum m_texTarget; 94 GC3Dint m_texLevel; 95 }; 96 97 } // namespace WebCore 98 99 #endif // WebGLFramebuffer_h 100