#include "config.h"
#if USE(ACCELERATED_COMPOSITING)
#include "LayerTexture.h"
#include "GraphicsContext3D.h"
#include "TextureManager.h"
namespace WebCore {
LayerTexture::LayerTexture(GraphicsContext3D* context, TextureManager* manager)
: m_context(context)
, m_textureManager(manager)
, m_token(0)
, m_format(0)
, m_textureId(0)
{
}
LayerTexture::~LayerTexture()
{
if (m_token)
m_textureManager->releaseToken(m_token);
}
bool LayerTexture::isValid(const IntSize& size, unsigned format)
{
return m_token && size == m_size && format == m_format && m_textureManager->hasTexture(m_token);
}
bool LayerTexture::reserve(const IntSize& size, unsigned format)
{
if (!m_token)
m_token = m_textureManager->getToken();
if (size == m_size && format == m_format && m_textureManager->hasTexture(m_token))
m_textureManager->protectTexture(m_token);
else {
m_textureId = m_textureManager->requestTexture(m_token, size, format);
if (m_textureId) {
m_size = size;
m_format = format;
}
}
return m_textureId;
}
void LayerTexture::bindTexture()
{
ASSERT(m_textureManager->hasTexture(m_token));
m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId);
}
void LayerTexture::framebufferTexture2D()
{
m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, m_textureId, 0);
}
}
#endif // USE(ACCELERATED_COMPOSITING)