1 /* 2 * Copyright (C) 2011 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 6 * are met: 7 * 8 * 1. Redistributions of source code must retain the above copyright 9 * notice, this list of conditions and the following disclaimer. 10 * 2. Redistributions in binary form must reproduce the above copyright 11 * notice, this list of conditions and the following disclaimer in the 12 * documentation and/or other materials provided with the distribution. 13 * 14 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY 15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 17 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY 18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF 23 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 24 */ 25 26 #ifndef GeometryBinding_h 27 #define GeometryBinding_h 28 29 #if USE(ACCELERATED_COMPOSITING) 30 31 #include "PlatformString.h" 32 33 namespace WebCore { 34 35 class GraphicsContext3D; 36 37 class GeometryBinding { 38 public: 39 explicit GeometryBinding(GraphicsContext3D*); 40 ~GeometryBinding(); 41 initialized()42 bool initialized() const { return m_initialized; } 43 context()44 GraphicsContext3D* context() const { return m_context; } quadVerticesVbo()45 unsigned quadVerticesVbo() const { return m_quadVerticesVbo; } quadElementsVbo()46 unsigned quadElementsVbo() const { return m_quadElementsVbo; } 47 48 void prepareForDraw(); 49 50 // All layer shaders share the same attribute locations for the vertex 51 // positions and texture coordinates. This allows switching shaders without 52 // rebinding attribute arrays. positionAttribLocation()53 static int positionAttribLocation() { return 0; } texCoordAttribLocation()54 static int texCoordAttribLocation() { return 1; } 55 56 private: 57 GraphicsContext3D* m_context; 58 unsigned m_quadVerticesVbo; 59 unsigned m_quadElementsVbo; 60 bool m_initialized; 61 }; 62 63 } // namespace WebCore 64 65 #endif // USE(ACCELERATED_COMPOSITING) 66 67 #endif 68