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/*
* Copyright (c) 2010, Google Inc. All rights reserved.
* Copyright (C) 2011, 2012 Research In Motion Limited. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "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 THE COPYRIGHT
* OWNER 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"
#include "DrawingBuffer.h"
#include "GraphicsContext3D.h"
#if USE(ACCELERATED_COMPOSITING)
#include "LayerWebKitThread.h"
#endif
namespace WebCore {
struct DrawingBufferInternal {
unsigned offscreenColorTexture;
#if USE(ACCELERATED_COMPOSITING)
RefPtr<LayerWebKitThread> platformLayer;
#endif
};
static unsigned generateColorTexture(GraphicsContext3D* context, const IntSize& size)
{
unsigned offscreenColorTexture = context->createTexture();
if (!offscreenColorTexture)
return 0;
context->bindTexture(GraphicsContext3D::TEXTURE_2D, offscreenColorTexture);
context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::NEAREST);
context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::NEAREST);
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->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, size.width(), size.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, 0);
context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, offscreenColorTexture, 0);
return offscreenColorTexture;
}
DrawingBuffer::DrawingBuffer(GraphicsContext3D* context, const IntSize& size)
: m_context(context)
, m_size(size)
, m_fbo(context->createFramebuffer())
{
m_internal = adoptPtr(new DrawingBufferInternal);
context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo);
m_internal->offscreenColorTexture = generateColorTexture(context, size);
}
DrawingBuffer::~DrawingBuffer()
{
if (!m_context)
return;
m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo);
m_context->deleteTexture(m_internal->offscreenColorTexture);
clear();
}
#if USE(ACCELERATED_COMPOSITING)
void DrawingBuffer::publishToPlatformLayer()
{
if (!m_context)
return;
if (m_callback)
m_callback->willPublish();
// FIXME: We do the copy in the canvas' (child) context so that it executes in the correct order relative to
// other commands in the child context. This ensures that the parent texture always contains a complete
// frame and not some intermediate result. However, there is no synchronization to ensure that this copy
// happens before the compositor draws. This means we might draw stale frames sometimes. Ideally this
// would insert a fence into the child command stream that the compositor could wait for.
m_context->makeContextCurrent();
m_context->flush();
}
#endif
bool DrawingBuffer::reset(const IntSize& newSize)
{
if (!m_context)
return false;
if (m_size == newSize)
return false;
m_size = newSize;
m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_internal->offscreenColorTexture);
m_context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, m_size.width(), m_size.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, 0);
return true;
}
#if USE(ACCELERATED_COMPOSITING)
PlatformLayer* DrawingBuffer::platformLayer()
{
return m_internal->platformLayer.get();
}
void DrawingBuffer::clearPlatformLayer()
{
}
#endif
} // namespace WebCore