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/*
* Copyright (C) 2009 Apple Inc. 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 COMPUTER, INC. ``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 COMPUTER, INC. OR
* 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 WebGLFramebuffer_h
#define WebGLFramebuffer_h
#include "WebGLObject.h"
#include <wtf/PassRefPtr.h>
#include <wtf/RefCounted.h>
namespace WebCore {
class WebGLFramebuffer : public WebGLObject {
public:
virtual ~WebGLFramebuffer() { deleteObject(); }
static PassRefPtr<WebGLFramebuffer> create(WebGLRenderingContext*);
bool isDepthAttached() const { return (m_depthAttachment && m_depthAttachment->object()); }
bool isStencilAttached() const { return (m_stencilAttachment && m_stencilAttachment->object()); }
bool isDepthStencilAttached() const { return (m_depthStencilAttachment && m_depthStencilAttachment->object()); }
void setAttachment(unsigned long, WebGLObject*);
// This function is called right after a framebuffer is bound.
// Because renderbuffers and textures attached to the framebuffer might
// have changed and the framebuffer might have become complete when it
// isn't bound, so we need to clear un-initialized renderbuffers.
void onBind();
// When a texture or a renderbuffer changes, we need to check the
// current bound framebuffer; if the newly changed object is attached
// to the framebuffer and the framebuffer becomes complete, we need to
// clear un-initialized renderbuffers.
void onAttachedObjectChange(WebGLObject*);
unsigned long getColorBufferFormat();
protected:
WebGLFramebuffer(WebGLRenderingContext*);
virtual void _deleteObject(Platform3DObject);
private:
virtual bool isFramebuffer() const { return true; }
bool isUninitialized(WebGLObject*);
void setInitialized(WebGLObject*);
void initializeRenderbuffers();
// These objects are kept alive by the global table in
// WebGLRenderingContext.
WebGLObject* m_colorAttachment;
WebGLObject* m_depthAttachment;
WebGLObject* m_stencilAttachment;
WebGLObject* m_depthStencilAttachment;
};
} // namespace WebCore
#endif // WebGLFramebuffer_h