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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