/* * 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 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 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. */ #include "config.h" #if ENABLE(WEBGL) #include "WebGLProgram.h" #include "WebGLContextGroup.h" #include "WebGLRenderingContextBase.h" namespace WebCore { Ref WebGLProgram::create(WebGLRenderingContextBase* ctx) { return adoptRef(*new WebGLProgram(ctx)); } WebGLProgram::WebGLProgram(WebGLRenderingContextBase* ctx) : WebGLSharedObject(ctx) , m_linkStatus(false) , m_linkCount(0) , m_infoValid(true) { setObject(ctx->graphicsContext3D()->createProgram()); } WebGLProgram::~WebGLProgram() { deleteObject(0); } void WebGLProgram::deleteObjectImpl(GraphicsContext3D* context3d, Platform3DObject obj) { context3d->deleteProgram(obj); if (m_vertexShader) { m_vertexShader->onDetached(context3d); m_vertexShader = nullptr; } if (m_fragmentShader) { m_fragmentShader->onDetached(context3d); m_fragmentShader = nullptr; } } unsigned WebGLProgram::numActiveAttribLocations() { cacheInfoIfNeeded(); return m_activeAttribLocations.size(); } GC3Dint WebGLProgram::getActiveAttribLocation(GC3Duint index) { cacheInfoIfNeeded(); if (index >= numActiveAttribLocations()) return -1; return m_activeAttribLocations[index]; } bool WebGLProgram::isUsingVertexAttrib0() { cacheInfoIfNeeded(); for (unsigned ii = 0; ii < numActiveAttribLocations(); ++ii) { if (!getActiveAttribLocation(ii)) return true; } return false; } bool WebGLProgram::getLinkStatus() { cacheInfoIfNeeded(); return m_linkStatus; } void WebGLProgram::setLinkStatus(bool status) { cacheInfoIfNeeded(); m_linkStatus = status; } void WebGLProgram::increaseLinkCount() { ++m_linkCount; m_infoValid = false; } WebGLShader* WebGLProgram::getAttachedShader(GC3Denum type) { switch (type) { case GraphicsContext3D::VERTEX_SHADER: return m_vertexShader.get(); case GraphicsContext3D::FRAGMENT_SHADER: return m_fragmentShader.get(); default: return 0; } } bool WebGLProgram::attachShader(WebGLShader* shader) { if (!shader || !shader->object()) return false; switch (shader->getType()) { case GraphicsContext3D::VERTEX_SHADER: if (m_vertexShader) return false; m_vertexShader = shader; return true; case GraphicsContext3D::FRAGMENT_SHADER: if (m_fragmentShader) return false; m_fragmentShader = shader; return true; default: return false; } } bool WebGLProgram::detachShader(WebGLShader* shader) { if (!shader || !shader->object()) return false; switch (shader->getType()) { case GraphicsContext3D::VERTEX_SHADER: if (m_vertexShader != shader) return false; m_vertexShader = nullptr; return true; case GraphicsContext3D::FRAGMENT_SHADER: if (m_fragmentShader != shader) return false; m_fragmentShader = nullptr; return true; default: return false; } } void WebGLProgram::cacheActiveAttribLocations(GraphicsContext3D* context3d) { m_activeAttribLocations.clear(); GC3Dint numAttribs = 0; context3d->getProgramiv(object(), GraphicsContext3D::ACTIVE_ATTRIBUTES, &numAttribs); m_activeAttribLocations.resize(static_cast(numAttribs)); for (int i = 0; i < numAttribs; ++i) { ActiveInfo info; context3d->getActiveAttribImpl(object(), i, info); m_activeAttribLocations[i] = context3d->getAttribLocation(object(), info.name); } } void WebGLProgram::cacheInfoIfNeeded() { if (m_infoValid) return; if (!object()) return; GraphicsContext3D* context = getAGraphicsContext3D(); if (!context) return; GC3Dint linkStatus = 0; context->getProgramiv(object(), GraphicsContext3D::LINK_STATUS, &linkStatus); m_linkStatus = linkStatus; if (m_linkStatus) cacheActiveAttribLocations(context); m_infoValid = true; } } #endif // ENABLE(WEBGL)