virtual WebGLSharedObject* object() const = 0;
virtual bool isSharedObject(WebGLSharedObject*) const = 0;
virtual bool valid() const = 0;
- virtual bool initialized() const = 0;
- virtual void setInitialized() = 0;
virtual void onDetached(blink::WebGraphicsContext3D*) = 0;
virtual void attach(blink::WebGraphicsContext3D*, GLenum attachment) = 0;
virtual void unattach(blink::WebGraphicsContext3D*, GLenum attachment) = 0;
virtual ~WebGLFramebuffer();
- static PassRefPtr<WebGLFramebuffer> create(WebGLRenderingContext*);
+ static PassRefPtr<WebGLFramebuffer> create(WebGLRenderingContextBase*);
void setAttachmentForBoundFramebuffer(GLenum attachment, GLenum texTarget, WebGLTexture*, GLint level);
void setAttachmentForBoundFramebuffer(GLenum attachment, WebGLRenderbuffer*);
WebGLSharedObject* getAttachmentObject(GLenum) const;
GLenum colorBufferFormat() const;
- GLsizei colorBufferWidth() const;
- GLsizei colorBufferHeight() const;
// This should always be called before drawArray, drawElements, clear,
// readPixels, copyTexImage2D, copyTexSubImage2D if this framebuffer is
// currently bound.
- // Return false if the framebuffer is incomplete; otherwise initialize
- // the buffers if they haven't been initialized and
- // needToInitializeAttachments is true.
+ // Return false if the framebuffer is incomplete.
bool onAccess(blink::WebGraphicsContext3D*, const char** reason);
// Software version of glCheckFramebufferStatus(), except that when
GLenum getDrawBuffer(GLenum);
protected:
- WebGLFramebuffer(WebGLRenderingContext*);
+ WebGLFramebuffer(WebGLRenderingContextBase*);
virtual void deleteObjectImpl(blink::WebGraphicsContext3D*, Platform3DObject) OVERRIDE;