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      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