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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 WebGLObject_h
     27 #define WebGLObject_h
     28 
     29 #include "GraphicsContext3D.h"
     30 
     31 #include <wtf/PassRefPtr.h>
     32 #include <wtf/RefCounted.h>
     33 
     34 namespace WebCore {
     35 
     36 class WebGLRenderingContext;
     37 
     38 class WebGLObject : public RefCounted<WebGLObject> {
     39 public:
     40     virtual ~WebGLObject();
     41 
     42     Platform3DObject object() const { return m_object; }
     43 
     44     // deleteObject may not always delete the OpenGL resource.  For programs and
     45     // shaders, deletion is delayed until they are no longer attached.
     46     // FIXME: revisit this when resource sharing between contexts are implemented.
     47     void deleteObject();
     48 
     49     void detachContext()
     50     {
     51         m_attachmentCount = 0; // Make sure OpenGL resource is deleted.
     52         deleteObject();
     53         m_context = 0;
     54     }
     55 
     56     WebGLRenderingContext* context() const { return m_context; }
     57 
     58     virtual bool isBuffer() const { return false; }
     59     virtual bool isFramebuffer() const { return false; }
     60     virtual bool isProgram() const { return false; }
     61     virtual bool isRenderbuffer() const { return false; }
     62     virtual bool isShader() const { return false; }
     63     virtual bool isTexture() const { return false; }
     64 
     65     void onAttached() { ++m_attachmentCount; }
     66     void onDetached()
     67     {
     68         if (m_attachmentCount)
     69             --m_attachmentCount;
     70         if (m_deleted)
     71             deleteObject();
     72     }
     73 
     74     // This indicates whether the client side issue a delete call already, not
     75     // whether the OpenGL resource is deleted.
     76     // object()==0 indicates the OpenGL resource is deleted.
     77     bool isDeleted() { return m_deleted; }
     78 
     79 protected:
     80     WebGLObject(WebGLRenderingContext*);
     81 
     82     // setObject should be only called once right after creating a WebGLObject.
     83     void setObject(Platform3DObject);
     84 
     85     // deleteObjectImpl should be only called once to delete the OpenGL resource.
     86     virtual void deleteObjectImpl(Platform3DObject) = 0;
     87 
     88 private:
     89     Platform3DObject m_object;
     90     WebGLRenderingContext* m_context;
     91     unsigned m_attachmentCount;
     92     bool m_deleted;
     93 };
     94 
     95 } // namespace WebCore
     96 
     97 #endif // WebGLObject_h
     98