CCPluginLayerImpl.cpp   [plain text]


/*
 * Copyright (C) 2011 Google Inc. All rights reserved.
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#include "config.h"

#if USE(ACCELERATED_COMPOSITING)

#include "cc/CCPluginLayerImpl.h"

#include "GraphicsContext3D.h"
#include "LayerRendererChromium.h"
#include "PluginLayerChromium.h"
#include <wtf/text/WTFString.h>

namespace WebCore {

CCPluginLayerImpl::CCPluginLayerImpl(LayerChromium* owner, int id)
    : CCLayerImpl(owner, id)
    , m_textureId(0)
{
}

CCPluginLayerImpl::~CCPluginLayerImpl()
{
}

void CCPluginLayerImpl::draw(const IntRect&)
{
    ASSERT(layerRenderer());
    const CCPluginLayerImpl::Program* program = layerRenderer()->pluginLayerProgram();
    ASSERT(program && program->initialized());
    GraphicsContext3D* context = layerRenderer()->context();
    GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0));
    GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId));

    // FIXME: setting the texture parameters every time is redundant. Move this code somewhere
    // where it will only happen once per texture.
    GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR));
    GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR));
    GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE));
    GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE));

    layerRenderer()->useShader(program->program());
    GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0));
    LayerChromium::drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform(),
                                    bounds().width(), bounds().height(), drawOpacity(),
                                    program->vertexShader().matrixLocation(),
                                    program->fragmentShader().alphaLocation());
}


void CCPluginLayerImpl::dumpLayerProperties(TextStream& ts, int indent) const
{
    writeIndent(ts, indent);
    ts << "plugin layer texture id: " << m_textureId << "\n";
    CCLayerImpl::dumpLayerProperties(ts, indent);
}

}

#endif // USE(ACCELERATED_COMPOSITING)