/* * Copyright (C) 2010, 2011, 2012 Research In Motion Limited. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ #include "config.h" #include "WebGLLayerWebKitThread.h" #if USE(ACCELERATED_COMPOSITING) && ENABLE(WEBGL) #include "GraphicsContext3D.h" #include <pthread.h> namespace WebCore { WebGLLayerWebKitThread::WebGLLayerWebKitThread() : LayerWebKitThread(WebGLLayer, 0) , m_webGLContext(0) , m_needsDisplay(false) { setLayerProgramShader(LayerProgramShaderRGBA); } WebGLLayerWebKitThread::~WebGLLayerWebKitThread() { if (m_frontBufferLock) pthread_mutex_destroy(m_frontBufferLock); } void WebGLLayerWebKitThread::setNeedsDisplay() { m_needsDisplay = true; setNeedsCommit(); } void WebGLLayerWebKitThread::updateTextureContentsIfNeeded() { // FIXME: Does WebGLLayer always need display? Or can we just return immediately if (!m_needsDisplay)? m_needsDisplay = false; if (!m_frontBufferLock) createFrontBufferLock(); // Lock copied GL texture so that the UI thread won't access it while we are drawing into it. pthread_mutex_lock(m_frontBufferLock); m_webGLContext->prepareTexture(); pthread_mutex_unlock(m_frontBufferLock); } } // namespace WebCore #endif // USE(ACCELERATED_COMPOSITING) && ENABLE(WEBGL)