/* * Copyright (C) 2013 Intel Corporation. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. 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. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS 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 APPLE INC. OR ITS 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 GLTransportSurface_h #define GLTransportSurface_h #if USE(ACCELERATED_COMPOSITING) #include "GLPlatformSurface.h" #include <wtf/PassOwnPtr.h> namespace WebCore { class TextureMapperShaderProgram; class GLTransportSurface : public GLPlatformSurface { public: // Creates a GL surface whose results can be transported to the UI process for display. static PassOwnPtr<GLTransportSurface> createTransportSurface(const IntSize&, SurfaceAttributes = GLPlatformSurface::Default); virtual ~GLTransportSurface(); virtual void updateContents(const uint32_t) OVERRIDE; virtual void setGeometry(const IntRect&) OVERRIDE; virtual void destroy() OVERRIDE; protected: GLTransportSurface(const IntSize&, SurfaceAttributes); void updateTransformationMatrix(); void bindArrayBuffer() const; void initializeShaderProgram(); void draw(const uint32_t); RefPtr<GraphicsContext3D> m_context3D; RefPtr<TextureMapperShaderProgram> m_shaderProgram; Platform3DObject m_vbo; Platform3DObject m_vertexHandle; GLuint m_boundTexture; }; class GLTransportSurfaceClient { public: static PassOwnPtr<GLTransportSurfaceClient> createTransportSurfaceClient(const PlatformBufferHandle, const IntSize&, bool); virtual ~GLTransportSurfaceClient(); virtual void prepareTexture(); virtual void destroy(); GLuint texture() const { return m_texture; } protected: GLTransportSurfaceClient(); void createTexture(); GLuint m_texture; }; } #endif #endif