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103 lines
3.8 KiB
C++
103 lines
3.8 KiB
C++
/*
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* Copyright (c) 2010, Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following disclaimer
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* in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef WebGLContextAttributes_h
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#define WebGLContextAttributes_h
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#include "bindings/core/v8/ScriptWrappable.h"
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#include "core/html/canvas/CanvasContextAttributes.h"
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#include "public/platform/WebGraphicsContext3D.h"
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#include "wtf/PassRefPtr.h"
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namespace blink {
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class Settings;
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class WebGLContextAttributes FINAL : public CanvasContextAttributes, public ScriptWrappable {
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DECLARE_EMPTY_VIRTUAL_DESTRUCTOR_WILL_BE_REMOVED(WebGLContextAttributes);
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DEFINE_WRAPPERTYPEINFO();
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public:
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// Create a new attributes object
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static PassRefPtrWillBeRawPtr<WebGLContextAttributes> create();
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// Create a copy of this object.
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PassRefPtrWillBeRawPtr<WebGLContextAttributes> clone() const;
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// Whether or not the drawing buffer has an alpha channel; default=true
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bool alpha() const;
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void setAlpha(bool);
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// Whether or not the drawing buffer has a depth buffer; default=true
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bool depth() const;
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void setDepth(bool);
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// Whether or not the drawing buffer has a stencil buffer; default=false
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bool stencil() const;
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void setStencil(bool);
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// Whether or not the drawing buffer is antialiased; default=true
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bool antialias() const;
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void setAntialias(bool);
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// Whether or not to treat the values in the drawing buffer as
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// though their alpha channel has already been multiplied into the
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// color channels; default=true
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bool premultipliedAlpha() const;
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void setPremultipliedAlpha(bool);
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// Whether or not to preserve the drawing buffer after presentation to the
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// screen; default=false
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bool preserveDrawingBuffer() const;
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void setPreserveDrawingBuffer(bool);
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// Whether or not to fail context creation if performance will be
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// significantly degraded compared to a native GL context; default=false
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bool failIfMajorPerformanceCaveat() const;
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void setFailIfMajorPerformanceCaveat(bool);
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// Set up the attributes that can be used to initialize a WebGraphicsContext3D.
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// It's mostly based on WebGLContextAttributes, but would be adjusted based
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// on settings.
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blink::WebGraphicsContext3D::Attributes attributes(const blink::WebString&, Settings*, unsigned webGLVersion) const;
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protected:
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WebGLContextAttributes();
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WebGLContextAttributes(const WebGLContextAttributes&);
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private:
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bool m_alpha;
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bool m_depth;
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bool m_stencil;
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bool m_antialias;
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bool m_premultipliedAlpha;
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bool m_preserveDrawingBuffer;
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bool m_failIfMajorPerformanceCaveat;
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};
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} // namespace blink
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#endif // WebGLContextAttributes_h
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