/* * Copyright (C) 2010 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 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. */ #include "config.h" #if ENABLE(ACCELERATED_2D_CANVAS) || ENABLE(3D_CANVAS) #include "DrawingBuffer.h" #include "Extensions3D.h" #include "WebGLLayer.h" #import "BlockExceptions.h" namespace WebCore { DrawingBuffer::DrawingBuffer(GraphicsContext3D* context, const IntSize& size) : m_context(context) , m_size(size) , m_fbo(context->createFramebuffer()) , m_colorBuffer(0) , m_depthStencilBuffer(0) , m_multisampleFBO(0) , m_multisampleColorBuffer(0) , m_multisampleDepthStencilBuffer(0) { ASSERT(m_fbo); if (!m_fbo) { clear(); return; } // Create the WebGLLayer BEGIN_BLOCK_OBJC_EXCEPTIONS m_platformLayer.adoptNS([[WebGLLayer alloc] initWithGraphicsContext3D:m_context.get()]); #ifndef NDEBUG [m_platformLayer.get() setName:@"DrawingBuffer Layer"]; #endif END_BLOCK_OBJC_EXCEPTIONS // create a texture to render into m_colorBuffer = context->createTexture(); context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_colorBuffer); context->texParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR); context->texParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR); context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE); context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE); context->bindTexture(GraphicsContext3D::TEXTURE_2D, 0); // Create the FBO m_fbo = context->createFramebuffer(); ASSERT(m_fbo); if (!m_fbo) { clear(); return; } const GraphicsContext3D::Attributes& attributes = context->getContextAttributes(); // Create the stencil and depth buffer if needed if (!multisample() && (attributes.stencil || attributes.depth)) m_depthStencilBuffer = context->createRenderbuffer(); // create a multisample FBO if (multisample()) { m_multisampleFBO = context->createFramebuffer(); context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); m_multisampleColorBuffer = context->createRenderbuffer(); if (attributes.stencil || attributes.depth) m_multisampleDepthStencilBuffer = context->createRenderbuffer(); } reset(size); } DrawingBuffer::~DrawingBuffer() { clear(); } void DrawingBuffer::didReset() { } PlatformLayer* DrawingBuffer::platformLayer() { return m_platformLayer.get(); } Platform3DObject DrawingBuffer::platformColorBuffer() const { return m_colorBuffer; } } #endif