/* * 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. */ #ifndef WebGLProgram_h #define WebGLProgram_h #include "WebGLObject.h" #include "WebGLShader.h" #include <wtf/PassRefPtr.h> #include <wtf/RefCounted.h> #include <wtf/Vector.h> namespace WebCore { class WebGLProgram : public WebGLObject { public: virtual ~WebGLProgram() { deleteObject(); } static PassRefPtr<WebGLProgram> create(WebGLRenderingContext*); // cacheActiveAttribLocation() is only called once after linkProgram() // succeeds. bool cacheActiveAttribLocations(); unsigned numActiveAttribLocations() const; GC3Dint getActiveAttribLocation(GC3Duint index) const; bool isUsingVertexAttrib0() const; bool getLinkStatus() const { return m_linkStatus; } void setLinkStatus(bool status) { m_linkStatus = status; } unsigned getLinkCount() const { return m_linkCount; } // This is to be called everytime after the program is successfully linked. // We don't deal with integer overflow here, assuming in reality a program // will never be linked so many times. void increaseLinkCount() { ++m_linkCount; } WebGLShader* getAttachedShader(GC3Denum); bool attachShader(WebGLShader*); bool detachShader(WebGLShader*); protected: WebGLProgram(WebGLRenderingContext*); virtual void deleteObjectImpl(Platform3DObject); private: virtual bool isProgram() const { return true; } Vector<GC3Dint> m_activeAttribLocations; GC3Dint m_linkStatus; // This is used to track whether a WebGLUniformLocation belongs to this // program or not. unsigned m_linkCount; RefPtr<WebGLShader> m_vertexShader; RefPtr<WebGLShader> m_fragmentShader; }; } // namespace WebCore #endif // WebGLProgram_h