1/* 2 * Copyright (C) 2011 Adobe Systems Incorporated. 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 9 * copyright notice, this list of conditions and the following 10 * disclaimer. 11 * 2. Redistributions in binary form must reproduce the above 12 * copyright notice, this list of conditions and the following 13 * disclaimer in the documentation and/or other materials 14 * provided with the distribution. 15 * 16 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER “AS IS” AND ANY 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 18 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 19 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE 20 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, 21 * OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 22 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 23 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 24 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR 25 * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF 26 * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 27 * SUCH DAMAGE. 28 */ 29 30#ifndef FECustomFilter_h 31#define FECustomFilter_h 32 33#if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS) 34 35#include "CustomFilterConstants.h" 36#include "CustomFilterOperation.h" 37#include "Filter.h" 38#include "FilterEffect.h" 39#include "GraphicsTypes3D.h" 40#include <wtf/RefPtr.h> 41 42namespace JSC { 43class Uint8ClampedArray; 44} 45 46namespace WebCore { 47 48class CustomFilterRenderer; 49class CustomFilterValidatedProgram; 50class GraphicsContext3D; 51class IntSize; 52 53class FECustomFilter : public FilterEffect { 54public: 55 static PassRefPtr<FECustomFilter> create(Filter*, PassRefPtr<GraphicsContext3D>, PassRefPtr<CustomFilterValidatedProgram>, const CustomFilterParameterList&, 56 unsigned meshRows, unsigned meshColumns, CustomFilterMeshType); 57 58 virtual void platformApplySoftware(); 59 virtual void dump(); 60 61 virtual TextStream& externalRepresentation(TextStream&, int indention) const; 62 63private: 64 FECustomFilter(Filter*, PassRefPtr<GraphicsContext3D>, PassRefPtr<CustomFilterValidatedProgram>, const CustomFilterParameterList&, 65 unsigned meshRows, unsigned meshColumns, CustomFilterMeshType); 66 ~FECustomFilter(); 67 68 bool applyShader(); 69 void clearShaderResult(); 70 bool initializeContext(); 71 72 bool prepareForDrawing(); 73 74 void drawFilterMesh(Platform3DObject inputTexture); 75 bool ensureInputTexture(); 76 void uploadInputTexture(Uint8ClampedArray* srcPixelArray); 77 bool resizeContextIfNeeded(const IntSize&); 78 bool resizeContext(const IntSize&); 79 80 bool canUseMultisampleBuffers() const; 81 bool createMultisampleBuffer(); 82 bool resizeMultisampleBuffers(const IntSize&); 83 void resolveMultisampleBuffer(); 84 void deleteMultisampleRenderBuffers(); 85 86 bool ensureFrameBuffer(); 87 void deleteRenderBuffers(); 88 89 RefPtr<GraphicsContext3D> m_context; 90 RefPtr<CustomFilterValidatedProgram> m_validatedProgram; 91 RefPtr<CustomFilterRenderer> m_customFilterRenderer; 92 IntSize m_contextSize; 93 94 Platform3DObject m_inputTexture; 95 Platform3DObject m_frameBuffer; 96 Platform3DObject m_depthBuffer; 97 Platform3DObject m_destTexture; 98 99 bool m_triedMultisampleBuffer; 100 Platform3DObject m_multisampleFrameBuffer; 101 Platform3DObject m_multisampleRenderBuffer; 102 Platform3DObject m_multisampleDepthBuffer; 103}; 104 105} // namespace WebCore 106 107#endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS) 108 109#endif // FECustomFilter_h 110