/*
* 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 WebGLShader_h
#define WebGLShader_h
#include "WebGLObject.h"
#include <wtf/PassRefPtr.h>
#include <wtf/RefCounted.h>
namespace WebCore {
class WebGLShader : public WebGLObject {
public:
virtual ~WebGLShader() { deleteObject(); }
static PassRefPtr<WebGLShader> create(WebGLRenderingContext*, GC3Denum);
GC3Denum getType() const { return m_type; }
const String& getSource() const { return m_source; }
void setSource(const String& source) { m_source = source; }
private:
WebGLShader(WebGLRenderingContext*, GC3Denum);
virtual void deleteObjectImpl(Platform3DObject);
virtual bool isShader() const { return true; }
GC3Denum m_type;
String m_source;
};
} // namespace WebCore
#endif // WebGLShader_h