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      1 /*
      2  * Copyright (C) 2009 Apple Inc. All rights reserved.
      3  *
      4  * Redistribution and use in source and binary forms, with or without
      5  * modification, are permitted provided that the following conditions
      6  * are met:
      7  * 1. Redistributions of source code must retain the above copyright
      8  *    notice, this list of conditions and the following disclaimer.
      9  * 2. Redistributions in binary form must reproduce the above copyright
     10  *    notice, this list of conditions and the following disclaimer in the
     11  *    documentation and/or other materials provided with the distribution.
     12  *
     13  * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
     14  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     15  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     16  * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
     17  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     18  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     19  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     20  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
     21  * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     22  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     23  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     24  */
     25 
     26 #ifndef WebGLProgram_h
     27 #define WebGLProgram_h
     28 
     29 #include "WebGLObject.h"
     30 
     31 #include "WebGLShader.h"
     32 
     33 #include <wtf/PassRefPtr.h>
     34 #include <wtf/RefCounted.h>
     35 #include <wtf/Vector.h>
     36 
     37 namespace WebCore {
     38 
     39 class WebGLProgram : public WebGLObject {
     40 public:
     41     virtual ~WebGLProgram() { deleteObject(); }
     42 
     43     static PassRefPtr<WebGLProgram> create(WebGLRenderingContext*);
     44 
     45     // cacheActiveAttribLocation() is only called once after linkProgram()
     46     // succeeds.
     47     bool cacheActiveAttribLocations();
     48     unsigned numActiveAttribLocations() const;
     49     GC3Dint getActiveAttribLocation(GC3Duint index) const;
     50 
     51     bool isUsingVertexAttrib0() const;
     52 
     53     bool getLinkStatus() const { return m_linkStatus; }
     54     void setLinkStatus(bool status) { m_linkStatus = status; }
     55 
     56     unsigned getLinkCount() const { return m_linkCount; }
     57 
     58     // This is to be called everytime after the program is successfully linked.
     59     // We don't deal with integer overflow here, assuming in reality a program
     60     // will never be linked so many times.
     61     void increaseLinkCount() { ++m_linkCount; }
     62 
     63     WebGLShader* getAttachedShader(GC3Denum);
     64     bool attachShader(WebGLShader*);
     65     bool detachShader(WebGLShader*);
     66 
     67 protected:
     68     WebGLProgram(WebGLRenderingContext*);
     69 
     70     virtual void deleteObjectImpl(Platform3DObject);
     71 
     72 private:
     73     virtual bool isProgram() const { return true; }
     74 
     75     Vector<GC3Dint> m_activeAttribLocations;
     76 
     77     GC3Dint m_linkStatus;
     78 
     79     // This is used to track whether a WebGLUniformLocation belongs to this
     80     // program or not.
     81     unsigned m_linkCount;
     82 
     83     RefPtr<WebGLShader> m_vertexShader;
     84     RefPtr<WebGLShader> m_fragmentShader;
     85 };
     86 
     87 } // namespace WebCore
     88 
     89 #endif // WebGLProgram_h
     90