#ifndef WebGLTexture_h
#define WebGLTexture_h
#include "WebGLObject.h"
#include <wtf/PassRefPtr.h>
#include <wtf/RefCounted.h>
#include <wtf/Vector.h>
namespace WebCore {
class WebGLTexture : public WebGLObject {
public:
virtual ~WebGLTexture() { deleteObject(); }
static PassRefPtr<WebGLTexture> create(WebGLRenderingContext*);
void setTarget(GC3Denum target, GC3Dint maxLevel);
void setParameteri(GC3Denum pname, GC3Dint param);
void setParameterf(GC3Denum pname, GC3Dfloat param);
GC3Denum getTarget() const { return m_target; }
int getMinFilter() const { return m_minFilter; }
void setLevelInfo(GC3Denum target, GC3Dint level, GC3Denum internalFormat, GC3Dsizei width, GC3Dsizei height, GC3Denum type);
bool canGenerateMipmaps();
void generateMipmapLevelInfo();
GC3Denum getInternalFormat(GC3Denum target, GC3Dint level) const;
GC3Denum getType(GC3Denum target, GC3Dint level) const;
GC3Dsizei getWidth(GC3Denum target, GC3Dint level) const;
GC3Dsizei getHeight(GC3Denum target, GC3Dint level) const;
static bool isNPOT(GC3Dsizei, GC3Dsizei);
bool isNPOT() const;
bool needToUseBlackTexture() const;
bool hasEverBeenBound() const { return object() && m_target; }
static GC3Dint computeLevelCount(GC3Dsizei width, GC3Dsizei height);
protected:
WebGLTexture(WebGLRenderingContext*);
virtual void deleteObjectImpl(Platform3DObject);
private:
class LevelInfo {
public:
LevelInfo()
: valid(false)
, internalFormat(0)
, width(0)
, height(0)
, type(0)
{
}
void setInfo(GC3Denum internalFmt, GC3Dsizei w, GC3Dsizei h, GC3Denum tp)
{
valid = true;
internalFormat = internalFmt;
width = w;
height = h;
type = tp;
}
bool valid;
GC3Denum internalFormat;
GC3Dsizei width;
GC3Dsizei height;
GC3Denum type;
};
virtual bool isTexture() const { return true; }
void update();
int mapTargetToIndex(GC3Denum) const;
const LevelInfo* getLevelInfo(GC3Denum target, GC3Dint level) const;
GC3Denum m_target;
GC3Denum m_minFilter;
GC3Denum m_magFilter;
GC3Denum m_wrapS;
GC3Denum m_wrapT;
Vector<Vector<LevelInfo> > m_info;
bool m_isNPOT;
bool m_isComplete;
bool m_needToUseBlackTexture;
};
}
#endif // WebGLTexture_h