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1 /*
2  * Copyright (C) 2010 Google Inc. All rights reserved.
3  *
4  * Redistribution and use in source and binary forms, with or without
5  * modification, are permitted provided that the following conditions are
6  * met:
7  *
8  *     * Redistributions of source code must retain the above copyright
9  * notice, this list of conditions and the following disclaimer.
10  *     * Redistributions in binary form must reproduce the above
11  * copyright notice, this list of conditions and the following disclaimer
12  * in the documentation and/or other materials provided with the
13  * distribution.
14  *     * Neither the name of Google Inc. nor the names of its
15  * contributors may be used to endorse or promote products derived from
16  * this software without specific prior written permission.
17  *
18  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
19  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
20  * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
21  * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
22  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
23  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
24  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
25  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
26  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
27  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
28  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
29  */
30 
31 #include "config.h"
32 
33 #if USE(ACCELERATED_COMPOSITING)
34 
35 #include "Canvas2DLayerChromium.h"
36 
37 #include "DrawingBuffer.h"
38 #include "GraphicsContext3D.h"
39 #include "LayerRendererChromium.h"
40 
41 namespace WebCore {
42 
create(DrawingBuffer * drawingBuffer,GraphicsLayerChromium * owner)43 PassRefPtr<Canvas2DLayerChromium> Canvas2DLayerChromium::create(DrawingBuffer* drawingBuffer, GraphicsLayerChromium* owner)
44 {
45     return adoptRef(new Canvas2DLayerChromium(drawingBuffer, owner));
46 }
47 
Canvas2DLayerChromium(DrawingBuffer * drawingBuffer,GraphicsLayerChromium * owner)48 Canvas2DLayerChromium::Canvas2DLayerChromium(DrawingBuffer* drawingBuffer, GraphicsLayerChromium* owner)
49     : CanvasLayerChromium(owner)
50     , m_drawingBuffer(drawingBuffer)
51 {
52 }
53 
~Canvas2DLayerChromium()54 Canvas2DLayerChromium::~Canvas2DLayerChromium()
55 {
56     if (m_textureId)
57         layerRendererContext()->deleteTexture(m_textureId);
58     if (m_drawingBuffer && layerRenderer())
59         layerRenderer()->removeChildContext(m_drawingBuffer->graphicsContext3D().get());
60 }
61 
updateCompositorResources()62 void Canvas2DLayerChromium::updateCompositorResources()
63 {
64     if (!m_contentsDirty || !m_drawingBuffer)
65         return;
66     if (m_textureChanged) { // We have to generate a new backing texture.
67         GraphicsContext3D* context = layerRendererContext();
68         if (m_textureId)
69             context->deleteTexture(m_textureId);
70         m_textureId = context->createTexture();
71         context->activeTexture(GraphicsContext3D::TEXTURE0);
72         context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId);
73         IntSize size = m_drawingBuffer->size();
74         context->texImage2DResourceSafe(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, size.width(), size.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE);
75         // Set the min-mag filters to linear and wrap modes to GraphicsContext3D::CLAMP_TO_EDGE
76         // to get around NPOT texture limitations of GLES.
77         context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR);
78         context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR);
79         context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
80         context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);
81         m_textureChanged = false;
82         // FIXME: The finish() here is required because we have to make sure that the texture created in this
83         // context (the compositor context) is actually created by the service side before the child context
84         // attempts to use it (in publishToPlatformLayer).  finish() is currently the only call with strong
85         // enough semantics to promise this, but is actually much stronger.  Ideally we'd do something like
86         // inserting a fence here and waiting for it before trying to publish.
87         context->finish();
88     }
89     // Update the contents of the texture used by the compositor.
90     if (m_contentsDirty) {
91         m_drawingBuffer->publishToPlatformLayer();
92         m_contentsDirty = false;
93     }
94 }
95 
setTextureChanged()96 void Canvas2DLayerChromium::setTextureChanged()
97 {
98     m_textureChanged = true;
99 }
100 
textureId() const101 unsigned Canvas2DLayerChromium::textureId() const
102 {
103     return m_textureId;
104 }
105 
setDrawingBuffer(DrawingBuffer * drawingBuffer)106 void Canvas2DLayerChromium::setDrawingBuffer(DrawingBuffer* drawingBuffer)
107 {
108     if (drawingBuffer != m_drawingBuffer) {
109         if (m_drawingBuffer && layerRenderer())
110             layerRenderer()->removeChildContext(m_drawingBuffer->graphicsContext3D().get());
111 
112         m_drawingBuffer = drawingBuffer;
113         m_textureChanged = true;
114 
115         if (drawingBuffer && layerRenderer())
116             layerRenderer()->addChildContext(m_drawingBuffer->graphicsContext3D().get());
117     }
118 }
119 
setLayerRenderer(LayerRendererChromium * newLayerRenderer)120 void Canvas2DLayerChromium::setLayerRenderer(LayerRendererChromium* newLayerRenderer)
121 {
122     if (layerRenderer() != newLayerRenderer) {
123         if (m_drawingBuffer->graphicsContext3D()) {
124             if (layerRenderer())
125                 layerRenderer()->removeChildContext(m_drawingBuffer->graphicsContext3D().get());
126             if (newLayerRenderer)
127                 newLayerRenderer->addChildContext(m_drawingBuffer->graphicsContext3D().get());
128         }
129 
130         LayerChromium::setLayerRenderer(newLayerRenderer);
131     }
132 }
133 
134 }
135 #endif // USE(ACCELERATED_COMPOSITING)
136