Eric Seidel e0fd75b5ab Make absolute and sort all Sky headers
This caused us to lose our gn check certification. :(

Turns out gn check was just ignoring all the header
paths it didn't understand and so gn check passing
for sky wasn't meaning much.  I tried to straighten
out some of the mess in this CL, but its going to take
several more rounds of massaging before gn check
passes again.  On the bright side (almost) all of
our headers are absolute now.  Turns out my script
(attached to the bug) didn't notice ../ includes
but I'll fix that in the next patch.

R=abarth@chromium.org
BUG=435361

Review URL: https://codereview.chromium.org/746023002
2014-11-20 17:42:05 -08:00

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C++

/*
* Copyright (C) 2009 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef WebGLObject_h
#define WebGLObject_h
#include "sky/engine/platform/graphics/GraphicsTypes3D.h"
#include "sky/engine/platform/heap/Handle.h"
#include "sky/engine/wtf/RefCounted.h"
namespace blink {
class WebGraphicsContext3D;
}
namespace blink {
class WebGLContextGroup;
class WebGLRenderingContextBase;
class WebGLObject : public RefCounted<WebGLObject> {
public:
virtual ~WebGLObject();
Platform3DObject object() const { return m_object; }
// deleteObject may not always delete the OpenGL resource. For programs and
// shaders, deletion is delayed until they are no longer attached.
// FIXME: revisit this when resource sharing between contexts are implemented.
void deleteObject(blink::WebGraphicsContext3D*);
void onAttached() { ++m_attachmentCount; }
void onDetached(blink::WebGraphicsContext3D*);
// This indicates whether the client side issue a delete call already, not
// whether the OpenGL resource is deleted.
// object()==0 indicates the OpenGL resource is deleted.
bool isDeleted() { return m_deleted; }
// True if this object belongs to the group or context.
virtual bool validate(const WebGLContextGroup*, const WebGLRenderingContextBase*) const = 0;
protected:
explicit WebGLObject(WebGLRenderingContextBase*);
// setObject should be only called once right after creating a WebGLObject.
void setObject(Platform3DObject);
// deleteObjectImpl should be only called once to delete the OpenGL resource.
virtual void deleteObjectImpl(blink::WebGraphicsContext3D*, Platform3DObject) = 0;
virtual bool hasGroupOrContext() const = 0;
void detach();
void detachAndDeleteObject();
virtual blink::WebGraphicsContext3D* getAWebGraphicsContext3D() const = 0;
private:
Platform3DObject m_object;
unsigned m_attachmentCount;
bool m_deleted;
};
} // namespace blink
#endif // WebGLObject_h