NicosiaGC3DLayer.cpp [plain text]
#include "config.h"
#include "NicosiaGC3DLayer.h"
#if USE(NICOSIA) && USE(TEXTURE_MAPPER)
#if USE(COORDINATED_GRAPHICS_THREADED)
#include "TextureMapperGL.h"
#include "TextureMapperPlatformLayerBuffer.h"
#include "TextureMapperPlatformLayerProxy.h"
#endif
#include "GLContext.h"
namespace Nicosia {
using namespace WebCore;
GC3DLayer::GC3DLayer(GraphicsContext3D& context, GraphicsContext3D::RenderStyle renderStyle)
: m_context(context)
, m_contentLayer(Nicosia::ContentLayer::create(Nicosia::ContentLayerTextureMapperImpl::createFactory(*this)))
{
switch (renderStyle) {
case GraphicsContext3D::RenderOffscreen:
m_glContext = GLContext::createOffscreenContext(&PlatformDisplay::sharedDisplayForCompositing());
break;
case GraphicsContext3D::RenderDirectlyToHostWindow:
ASSERT_NOT_REACHED();
break;
}
}
GC3DLayer::~GC3DLayer()
{
downcast<ContentLayerTextureMapperImpl>(m_contentLayer->impl()).invalidateClient();
}
bool GC3DLayer::makeContextCurrent()
{
ASSERT(m_glContext);
return m_glContext->makeContextCurrent();
}
PlatformGraphicsContext3D GC3DLayer::platformContext()
{
ASSERT(m_glContext);
return m_glContext->platformContext();
}
void GC3DLayer::swapBuffersIfNeeded()
{
#if USE(COORDINATED_GRAPHICS_THREADED)
if (m_context.layerComposited())
return;
m_context.prepareTexture();
IntSize textureSize(m_context.m_currentWidth, m_context.m_currentHeight);
TextureMapperGL::Flags flags = TextureMapperGL::ShouldFlipTexture | (m_context.m_attrs.alpha ? TextureMapperGL::ShouldBlend : 0);
{
auto& proxy = downcast<Nicosia::ContentLayerTextureMapperImpl>(m_contentLayer->impl()).proxy();
LockHolder holder(proxy.lock());
proxy.pushNextBuffer(std::make_unique<TextureMapperPlatformLayerBuffer>(m_context.m_compositorTexture, textureSize, flags, m_context.m_internalColorFormat));
}
m_context.markLayerComposited();
#endif
}
}
#endif // USE(NICOSIA) && USE(TEXTURE_MAPPER)