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