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/*
* 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)