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      1 /*
      2  * Copyright (C) 2011 Google 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  *
      8  * 1.  Redistributions of source code must retain the above copyright
      9  *     notice, this list of conditions and the following disclaimer.
     10  * 2.  Redistributions in binary form must reproduce the above copyright
     11  *     notice, this list of conditions and the following disclaimer in the
     12  *     documentation and/or other materials provided with the distribution.
     13  *
     14  * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
     15  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
     16  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
     17  * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
     18  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
     19  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
     20  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
     21  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     22  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
     23  * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     24  */
     25 
     26 #ifndef SharedGraphicsContext3D_h
     27 #define SharedGraphicsContext3D_h
     28 
     29 #include "core/platform/graphics/GraphicsContext3D.h"
     30 #include "wtf/RefCounted.h"
     31 #include "wtf/RefPtr.h"
     32 
     33 namespace WebCore {
     34 
     35 class SharedGraphicsContext3D {
     36 public:
     37     // The caller may ref this pointer, and hang onto it as long as they like.
     38     // However, the context should be checked periodically to determine if it
     39     // has been lost. The easiest way to do that is to simply call this
     40     // function again. Note that the return value may be 0 if the
     41     // GPU is unavailable.
     42     static PassRefPtr<GraphicsContext3D> get();
     43 };
     44 
     45 }
     46 
     47 #endif // SharedGraphicsContext3D_h
     48 
     49