2 * Copyright (C) 2010, Google Inc. All rights reserved.
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
7 * 1. Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
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10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
13 * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY
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16 * DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY
17 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
18 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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27 #if USE(ACCELERATED_COMPOSITING)
29 #include "ManagedTexture.h"
31 #include "GraphicsContext3D.h"
32 #include "TextureManager.h"
36 ManagedTexture::ManagedTexture(TextureManager* manager)
37 : m_textureManager(manager)
44 ManagedTexture::~ManagedTexture()
47 m_textureManager->releaseToken(m_token);
50 bool ManagedTexture::isValid(const IntSize& size, unsigned format)
52 return m_token && size == m_size && format == m_format && m_textureManager->hasTexture(m_token);
55 bool ManagedTexture::reserve(const IntSize& size, unsigned format)
58 m_token = m_textureManager->getToken();
61 if (size == m_size && format == m_format && m_textureManager->hasTexture(m_token))
62 m_textureManager->protectTexture(m_token);
65 reserved = m_textureManager->requestTexture(m_token, size, format);
75 void ManagedTexture::unreserve()
80 m_textureManager->unprotectTexture(m_token);
83 void ManagedTexture::bindTexture(GraphicsContext3D* context)
85 ASSERT(m_textureManager->hasTexture(m_token));
87 m_textureId = m_textureManager->allocateTexture(context, m_token);
88 context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId);
91 void ManagedTexture::framebufferTexture2D(GraphicsContext3D* context)
93 ASSERT(m_textureManager->hasTexture(m_token));
95 m_textureId = m_textureManager->allocateTexture(context, m_token);
96 context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, m_textureId, 0);
101 #endif // USE(ACCELERATED_COMPOSITING)