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1 /* | 1 /* |
2 * Copyright (C) 2012 Google Inc. All rights reserved. | 2 * Copyright (C) 2012 Google Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
6 * are met: | 6 * are met: |
7 * | 7 * |
8 * 1. Redistributions of source code must retain the above copyright | 8 * 1. Redistributions of source code must retain the above copyright |
9 * notice, this list of conditions and the following disclaimer. | 9 * notice, this list of conditions and the following disclaimer. |
10 * 2. Redistributions in binary form must reproduce the above copyright | 10 * 2. Redistributions in binary form must reproduce the above copyright |
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37 | 37 |
38 WebGLDepthTexture::~WebGLDepthTexture() | 38 WebGLDepthTexture::~WebGLDepthTexture() |
39 { | 39 { |
40 } | 40 } |
41 | 41 |
42 WebGLExtensionName WebGLDepthTexture::name() const | 42 WebGLExtensionName WebGLDepthTexture::name() const |
43 { | 43 { |
44 return WebGLDepthTextureName; | 44 return WebGLDepthTextureName; |
45 } | 45 } |
46 | 46 |
47 PassRefPtrWillBeRawPtr<WebGLDepthTexture> WebGLDepthTexture::create(WebGLRenderi
ngContextBase* context) | 47 WebGLDepthTexture* WebGLDepthTexture::create(WebGLRenderingContextBase* context) |
48 { | 48 { |
49 return adoptRefWillBeNoop(new WebGLDepthTexture(context)); | 49 return new WebGLDepthTexture(context); |
50 } | 50 } |
51 | 51 |
52 bool WebGLDepthTexture::supported(WebGLRenderingContextBase* context) | 52 bool WebGLDepthTexture::supported(WebGLRenderingContextBase* context) |
53 { | 53 { |
54 Extensions3DUtil* extensionsUtil = context->extensionsUtil(); | 54 Extensions3DUtil* extensionsUtil = context->extensionsUtil(); |
55 // Emulating the UNSIGNED_INT_24_8_WEBGL texture internal format in terms | 55 // Emulating the UNSIGNED_INT_24_8_WEBGL texture internal format in terms |
56 // of two separate texture objects is too difficult, so disable depth | 56 // of two separate texture objects is too difficult, so disable depth |
57 // textures unless a packed depth/stencil format is available. | 57 // textures unless a packed depth/stencil format is available. |
58 if (!extensionsUtil->supportsExtension("GL_OES_packed_depth_stencil")) | 58 if (!extensionsUtil->supportsExtension("GL_OES_packed_depth_stencil")) |
59 return false; | 59 return false; |
60 return extensionsUtil->supportsExtension("GL_CHROMIUM_depth_texture") | 60 return extensionsUtil->supportsExtension("GL_CHROMIUM_depth_texture") |
61 || extensionsUtil->supportsExtension("GL_OES_depth_texture") | 61 || extensionsUtil->supportsExtension("GL_OES_depth_texture") |
62 || extensionsUtil->supportsExtension("GL_ARB_depth_texture"); | 62 || extensionsUtil->supportsExtension("GL_ARB_depth_texture"); |
63 } | 63 } |
64 | 64 |
65 const char* WebGLDepthTexture::extensionName() | 65 const char* WebGLDepthTexture::extensionName() |
66 { | 66 { |
67 return "WEBGL_depth_texture"; | 67 return "WEBGL_depth_texture"; |
68 } | 68 } |
69 | 69 |
70 } // namespace blink | 70 } // namespace blink |
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