/* * Copyright (c) 2010, Google 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: * * * 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. */ #ifndef DrawingBuffer_h #define DrawingBuffer_h #include "GraphicsContext3D.h" #include "GraphicsLayer.h" #include "GraphicsTypes3D.h" #include "IntSize.h" #include <wtf/Noncopyable.h> #include <wtf/OwnPtr.h> #include <wtf/PassOwnPtr.h> #if PLATFORM(MAC) #include <wtf/RetainPtr.h> #endif namespace WebCore { class CanvasRenderingContext; class GraphicsContext3D; class ImageData; #if PLATFORM(CHROMIUM) class DrawingBufferPrivate; #endif // Manages a rendering target (framebuffer + attachment) for a canvas. Can publish its rendering // results to a PlatformLayer for compositing. class DrawingBuffer : public RefCounted<DrawingBuffer> { public: enum PreserveDrawingBuffer { Preserve, Discard }; enum AlphaRequirement { Alpha, Opaque }; static PassRefPtr<DrawingBuffer> create(GraphicsContext3D*, const IntSize&, PreserveDrawingBuffer, AlphaRequirement); friend class GraphicsContext3D; ~DrawingBuffer(); // Issues a glClear() on all framebuffers associated with this DrawingBuffer. The caller is responsible for // making the context current and setting the clear values and masks. Modifies the framebuffer binding. void clearFramebuffers(GC3Dbitfield clearMask); // Returns true if the buffer was successfully resized. bool reset(const IntSize&); void bind(); IntSize size() const { return m_size; } Platform3DObject colorBuffer() const { return m_colorBuffer; } // Clear all resources from this object, as well as context. Called when context is destroyed // to prevent invalid accesses to the resources. void clear(); // Create the depth/stencil and multisample buffers, if needed. void createSecondaryBuffers(); void resizeDepthStencil(int sampleCount); // Copies the multisample color buffer to the normal color buffer and leaves m_fbo bound void commit(long x = 0, long y = 0, long width = -1, long height = -1); // commit should copy the full multisample buffer, and not respect the // current scissor bounds. Track the state of the scissor test so that it // can be disabled during calls to commit. void setScissorEnabled(bool scissorEnabled) { m_scissorEnabled = scissorEnabled; } // The DrawingBuffer needs to track the texture bound to texture unit 0. // The bound texture is tracked to avoid costly queries during rendering. void setTexture2DBinding(Platform3DObject texture) { m_texture2DBinding = texture; } // The DrawingBuffer needs to track the currently bound framebuffer so it // restore the binding when needed. void setFramebufferBinding(Platform3DObject fbo) { m_framebufferBinding = fbo; } // Bind to the m_framebufferBinding if it's not 0. void restoreFramebufferBinding(); // Track the currently active texture unit. Texture unit 0 is used as host for a scratch // texture. void setActiveTextureUnit(GC3Dint textureUnit) { m_activeTextureUnit = textureUnit; } bool multisample() const; Platform3DObject framebuffer() const; PassRefPtr<ImageData> paintRenderingResultsToImageData(); // Immediately releases ownership of all resources. Call upon loss of the // graphics context to prevent freeing invalid resources. void discardResources(); #if USE(ACCELERATED_COMPOSITING) PlatformLayer* platformLayer(); void prepareBackBuffer(); bool requiresCopyFromBackToFrontBuffer() const; unsigned frontColorBuffer() const; void paintCompositedResultsToCanvas(CanvasRenderingContext*); #endif GraphicsContext3D* graphicsContext3D() const { return m_context.get(); } private: DrawingBuffer(GraphicsContext3D*, const IntSize&, bool multisampleExtensionSupported, bool packedDepthStencilExtensionSupported, PreserveDrawingBuffer, AlphaRequirement); void initialize(const IntSize&); PreserveDrawingBuffer m_preserveDrawingBuffer; AlphaRequirement m_alpha; bool m_scissorEnabled; Platform3DObject m_texture2DBinding; Platform3DObject m_framebufferBinding; GC3Denum m_activeTextureUnit; RefPtr<GraphicsContext3D> m_context; IntSize m_size; bool m_multisampleExtensionSupported; bool m_packedDepthStencilExtensionSupported; Platform3DObject m_fbo; Platform3DObject m_colorBuffer; Platform3DObject m_frontColorBuffer; bool m_separateFrontTexture; // This is used when we have OES_packed_depth_stencil. Platform3DObject m_depthStencilBuffer; // These are used when we don't. Platform3DObject m_depthBuffer; Platform3DObject m_stencilBuffer; // For multisampling Platform3DObject m_multisampleFBO; Platform3DObject m_multisampleColorBuffer; #if PLATFORM(CHROMIUM) OwnPtr<DrawingBufferPrivate> m_private; #endif #if PLATFORM(MAC) RetainPtr<WebGLLayer> m_platformLayer; #endif }; } // namespace WebCore #endif // DrawingBuffer_h