/* * 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 COMPUTER, 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 COMPUTER, 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 "WebGLRenderingContext.h" namespace WebCore { PassRefPtr<WebGLProgram> WebGLProgram::create(WebGLRenderingContext* ctx) { return adoptRef(new WebGLProgram(ctx)); } WebGLProgram::WebGLProgram(WebGLRenderingContext* ctx) : WebGLObject(ctx) , m_linkStatus(false) , m_linkCount(0) { setObject(context()->graphicsContext3D()->createProgram()); } void WebGLProgram::deleteObjectImpl(Platform3DObject obj) { context()->graphicsContext3D()->deleteProgram(obj); if (m_vertexShader) { m_vertexShader->onDetached(); m_vertexShader = 0; } if (m_fragmentShader) { m_fragmentShader->onDetached(); m_fragmentShader = 0; } } bool WebGLProgram::cacheActiveAttribLocations() { m_activeAttribLocations.clear(); if (!object()) return false; GraphicsContext3D* context3d = context()->graphicsContext3D(); // Assume link status has already been cached. if (!m_linkStatus) return false; GC3Dint numAttribs = 0; context3d->getProgramiv(object(), GraphicsContext3D::ACTIVE_ATTRIBUTES, &numAttribs); m_activeAttribLocations.resize(static_cast<size_t>(numAttribs)); for (int i = 0; i < numAttribs; ++i) { ActiveInfo info; context3d->getActiveAttrib(object(), i, info); m_activeAttribLocations[i] = context3d->getAttribLocation(object(), info.name.charactersWithNullTermination()); } return true; } unsigned WebGLProgram::numActiveAttribLocations() const { return m_activeAttribLocations.size(); } GC3Dint WebGLProgram::getActiveAttribLocation(GC3Duint index) const { if (index >= numActiveAttribLocations()) return -1; return m_activeAttribLocations[index]; } bool WebGLProgram::isUsingVertexAttrib0() const { for (unsigned ii = 0; ii < numActiveAttribLocations(); ++ii) { if (!getActiveAttribLocation(ii)) return true; } return 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 = 0; return true; case GraphicsContext3D::FRAGMENT_SHADER: if (m_fragmentShader != shader) return false; m_fragmentShader = 0; return true; default: return false; } } } #endif // ENABLE(WEBGL)