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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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38 | 38 |
39 WebGLDepthTexture::~WebGLDepthTexture() | 39 WebGLDepthTexture::~WebGLDepthTexture() |
40 { | 40 { |
41 } | 41 } |
42 | 42 |
43 WebGLExtensionName WebGLDepthTexture::name() const | 43 WebGLExtensionName WebGLDepthTexture::name() const |
44 { | 44 { |
45 return WebGLDepthTextureName; | 45 return WebGLDepthTextureName; |
46 } | 46 } |
47 | 47 |
48 PassRefPtr<WebGLDepthTexture> WebGLDepthTexture::create(WebGLRenderingContextBas
e* context) | 48 PassRefPtrWillBeRawPtr<WebGLDepthTexture> WebGLDepthTexture::create(WebGLRenderi
ngContextBase* context) |
49 { | 49 { |
50 return adoptRef(new WebGLDepthTexture(context)); | 50 return adoptRefWillBeNoop(new WebGLDepthTexture(context)); |
51 } | 51 } |
52 | 52 |
53 bool WebGLDepthTexture::supported(WebGLRenderingContextBase* context) | 53 bool WebGLDepthTexture::supported(WebGLRenderingContextBase* context) |
54 { | 54 { |
55 Extensions3DUtil* extensionsUtil = context->extensionsUtil(); | 55 Extensions3DUtil* extensionsUtil = context->extensionsUtil(); |
56 // Emulating the UNSIGNED_INT_24_8_WEBGL texture internal format in terms | 56 // Emulating the UNSIGNED_INT_24_8_WEBGL texture internal format in terms |
57 // of two separate texture objects is too difficult, so disable depth | 57 // of two separate texture objects is too difficult, so disable depth |
58 // textures unless a packed depth/stencil format is available. | 58 // textures unless a packed depth/stencil format is available. |
59 if (!extensionsUtil->supportsExtension("GL_OES_packed_depth_stencil")) | 59 if (!extensionsUtil->supportsExtension("GL_OES_packed_depth_stencil")) |
60 return false; | 60 return false; |
61 return extensionsUtil->supportsExtension("GL_CHROMIUM_depth_texture") | 61 return extensionsUtil->supportsExtension("GL_CHROMIUM_depth_texture") |
62 || extensionsUtil->supportsExtension("GL_OES_depth_texture") | 62 || extensionsUtil->supportsExtension("GL_OES_depth_texture") |
63 || extensionsUtil->supportsExtension("GL_ARB_depth_texture"); | 63 || extensionsUtil->supportsExtension("GL_ARB_depth_texture"); |
64 } | 64 } |
65 | 65 |
66 const char* WebGLDepthTexture::extensionName() | 66 const char* WebGLDepthTexture::extensionName() |
67 { | 67 { |
68 return "WEBGL_depth_texture"; | 68 return "WEBGL_depth_texture"; |
69 } | 69 } |
70 | 70 |
71 } // namespace blink | 71 } // namespace blink |
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