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      1 /*
      2  * Copyright (C) 2011 Adobe Systems Incorporated. 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  *
      8  * 1. Redistributions of source code must retain the above
      9  *    copyright notice, this list of conditions and the following
     10  *    disclaimer.
     11  * 2. Redistributions in binary form must reproduce the above
     12  *    copyright notice, this list of conditions and the following
     13  *    disclaimer in the documentation and/or other materials
     14  *    provided with the distribution.
     15  *
     16  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER AS IS AND ANY
     17  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     18  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     19  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE
     20  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
     21  * OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     22  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     23  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     24  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
     25  * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
     26  * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     27  * SUCH DAMAGE.
     28  */
     29 
     30 #ifndef StyleShader_h
     31 #define StyleShader_h
     32 
     33 #include "wtf/RefCounted.h"
     34 
     35 namespace WebCore {
     36 
     37 class ShaderResource;
     38 class CSSValue;
     39 
     40 class StyleShader : public RefCounted<StyleShader> {
     41 public:
     42     virtual ~StyleShader() { }
     43 
     44     ALWAYS_INLINE bool isShaderResource() const { return m_isShaderResource; }
     45     ALWAYS_INLINE bool isPendingShader() const { return m_isPendingShader; }
     46 
     47     virtual PassRefPtr<CSSValue> cssValue() const = 0;
     48 
     49     virtual ShaderResource* resource() const { return 0; }
     50 
     51 protected:
     52     StyleShader()
     53         : m_isShaderResource(false)
     54         , m_isPendingShader(false)
     55     {
     56     }
     57     bool m_isShaderResource : 1;
     58     bool m_isPendingShader : 1;
     59 };
     60 
     61 }
     62 
     63 
     64 #endif // StyleShader_h
     65