| /* |
| * 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(3D_CANVAS) |
| |
| #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_linkFailure(false) |
| { |
| setObject(context()->graphicsContext3D()->createProgram()); |
| } |
| |
| void WebGLProgram::deleteObjectImpl(Platform3DObject obj) |
| { |
| context()->graphicsContext3D()->deleteProgram(obj); |
| if (!object()) { |
| if (m_vertexShader) |
| m_vertexShader->onDetached(); |
| if (m_fragmentShader) |
| m_fragmentShader->onDetached(); |
| } |
| } |
| |
| bool WebGLProgram::cacheActiveAttribLocations() |
| { |
| m_activeAttribLocations.clear(); |
| if (!object()) |
| return false; |
| GraphicsContext3D* context3d = context()->graphicsContext3D(); |
| int linkStatus; |
| context3d->getProgramiv(object(), GraphicsContext3D::LINK_STATUS, &linkStatus); |
| if (!linkStatus) |
| return false; |
| |
| int 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; |
| } |
| |
| int WebGLProgram::numActiveAttribLocations() const |
| { |
| return static_cast<int>(m_activeAttribLocations.size()); |
| } |
| |
| int WebGLProgram::getActiveAttribLocation(int index) const |
| { |
| if (index < 0 || index >= numActiveAttribLocations()) |
| return -1; |
| return m_activeAttribLocations[static_cast<size_t>(index)]; |
| } |
| |
| bool WebGLProgram::isUsingVertexAttrib0() const |
| { |
| for (int ii = 0; ii < numActiveAttribLocations(); ++ii) { |
| if (!getActiveAttribLocation(ii)) |
| return true; |
| } |
| return false; |
| } |
| |
| WebGLShader* WebGLProgram::getAttachedShader(GraphicsContext3D::WebGLEnumType 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(3D_CANVAS) |