GeometryBinding.h   [plain text]


/*
 * Copyright (C) 2011 Google Inc. All rights reserved.
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 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
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 *
 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
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 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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#ifndef GeometryBinding_h
#define GeometryBinding_h

#if USE(ACCELERATED_COMPOSITING)

#include "PlatformString.h"

namespace WebCore {

class GraphicsContext3D;

class GeometryBinding {
public:
    explicit GeometryBinding(GraphicsContext3D*);
    ~GeometryBinding();

    bool initialized() const { return m_initialized; }

    GraphicsContext3D* context() const { return m_context; }
    unsigned quadVerticesVbo() const { return m_quadVerticesVbo; }
    unsigned quadElementsVbo() const { return m_quadElementsVbo; }

    void prepareForDraw();

    // All layer shaders share the same attribute locations for the vertex
    // positions and texture coordinates. This allows switching shaders without
    // rebinding attribute arrays.
    static int positionAttribLocation() { return 0; }
    static int texCoordAttribLocation() { return 1; }

private:
    GraphicsContext3D* m_context;
    unsigned m_quadVerticesVbo;
    unsigned m_quadElementsVbo;
    bool m_initialized;
};

} // namespace WebCore

#endif // USE(ACCELERATED_COMPOSITING)

#endif