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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 "bindings/v8/ScriptWrappable.h"
#include "core/html/canvas/WebGLContextObject.h"
#include "core/html/canvas/WebGLSharedObject.h"
#include "wtf/PassRefPtr.h"
#include "wtf/RefCounted.h"
namespace WebCore {
class WebGLRenderbuffer;
class WebGLTexture;
class WebGLFramebuffer : public WebGLContextObject, public ScriptWrappable {
public:
class WebGLAttachment : public RefCounted<WebGLAttachment> {
public:
virtual ~WebGLAttachment();
virtual GC3Dsizei width() const = 0;
virtual GC3Dsizei height() const = 0;
virtual GC3Denum format() const = 0;
// For texture attachment, type() returns the type of the attached texture.
// For renderbuffer attachment, the type of the renderbuffer may vary with GL implementation.
// To avoid confusion, it would be better to not implement type() for renderbuffer attachment and
// we should always use the internalformat of the renderbuffer and avoid using type() API.
virtual GC3Denum type() const = 0;
virtual WebGLSharedObject* object() const = 0;
virtual bool isSharedObject(WebGLSharedObject*) const = 0;
virtual bool valid() const = 0;
virtual bool initialized() const = 0;
virtual void setInitialized() = 0;
virtual void onDetached(GraphicsContext3D*) = 0;
virtual void attach(GraphicsContext3D*, GC3Denum attachment) = 0;
virtual void unattach(GraphicsContext3D*, GC3Denum attachment) = 0;
protected:
WebGLAttachment();
};
virtual ~WebGLFramebuffer();
static PassRefPtr<WebGLFramebuffer> create(WebGLRenderingContext*);
void setAttachmentForBoundFramebuffer(GC3Denum attachment, GC3Denum texTarget, WebGLTexture*, GC3Dint level);
void setAttachmentForBoundFramebuffer(GC3Denum attachment, WebGLRenderbuffer*);
// If an object is attached to the currently bound framebuffer, remove it.
void removeAttachmentFromBoundFramebuffer(WebGLSharedObject*);
// If a given attachment point for the currently bound framebuffer is not null, remove the attached object.
void removeAttachmentFromBoundFramebuffer(GC3Denum);
WebGLSharedObject* getAttachmentObject(GC3Denum) const;
GC3Denum colorBufferFormat() const;
GC3Dsizei colorBufferWidth() const;
GC3Dsizei colorBufferHeight() const;
// This should always be called before drawArray, drawElements, clear,
// readPixels, copyTexImage2D, copyTexSubImage2D if this framebuffer is
// currently bound.
// Return false if the framebuffer is incomplete; otherwise initialize
// the buffers if they haven't been initialized and
// needToInitializeAttachments is true.
bool onAccess(GraphicsContext3D*, const char** reason);
// Software version of glCheckFramebufferStatus(), except that when
// FRAMEBUFFER_COMPLETE is returned, it is still possible for
// glCheckFramebufferStatus() to return FRAMEBUFFER_UNSUPPORTED,
// depending on hardware implementation.
GC3Denum checkStatus(const char** reason) const;
bool hasEverBeenBound() const { return object() && m_hasEverBeenBound; }
void setHasEverBeenBound() { m_hasEverBeenBound = true; }
bool hasStencilBuffer() const;
// Wrapper for drawBuffersEXT/drawBuffersARB to work around a driver bug.
void drawBuffers(const Vector<GC3Denum>& bufs);
GC3Denum getDrawBuffer(GC3Denum);
protected:
WebGLFramebuffer(WebGLRenderingContext*);
virtual void deleteObjectImpl(GraphicsContext3D*, Platform3DObject);
private:
virtual bool isFramebuffer() const { return true; }
WebGLAttachment* getAttachment(GC3Denum) const;
bool isAttachmentComplete(WebGLAttachment* attachedObject, GC3Denum attachment, const char** reason) const;
// Check if the framebuffer is currently bound.
bool isBound() const;
// attach 'attachment' at 'attachmentPoint'.
void attach(GC3Denum attachment, GC3Denum attachmentPoint);
// Check if a new drawBuffers call should be issued. This is called when we add or remove an attachment.
void drawBuffersIfNecessary(bool force);
typedef WTF::HashMap<GC3Denum, RefPtr<WebGLAttachment> > AttachmentMap;
AttachmentMap m_attachments;
bool m_hasEverBeenBound;
Vector<GC3Denum> m_drawBuffers;
Vector<GC3Denum> m_filteredDrawBuffers;
};
} // namespace WebCore
#endif // WebGLFramebuffer_h