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      1 /*
      2  * Copyright (C) 2010 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 ANGLEPlatformBridge_h
     27 #define ANGLEPlatformBridge_h
     28 
     29 #include "platform/PlatformExport.h"
     30 #include "wtf/text/CString.h"
     31 #include "wtf/text/WTFString.h"
     32 #include <GLSLANG/ShaderLang.h>
     33 
     34 namespace WebCore {
     35 
     36 enum ANGLEShaderType {
     37     SHADER_TYPE_VERTEX = SH_VERTEX_SHADER,
     38     SHADER_TYPE_FRAGMENT = SH_FRAGMENT_SHADER,
     39 };
     40 
     41 enum ANGLEShaderSymbolType {
     42     SHADER_SYMBOL_TYPE_ATTRIBUTE,
     43     SHADER_SYMBOL_TYPE_UNIFORM
     44 };
     45 
     46 struct PLATFORM_EXPORT ANGLEShaderSymbol {
     47     ANGLEShaderSymbolType symbolType;
     48     String name;
     49     String mappedName;
     50     ShDataType dataType;
     51     int size;
     52     bool isArray;
     53     ShPrecisionType precision;
     54 #if ANGLE_SH_VERSION >= 112
     55     int staticUse;
     56 #endif
     57 
     58     bool isSampler() const
     59     {
     60         return symbolType == SHADER_SYMBOL_TYPE_UNIFORM
     61             && (dataType == SH_SAMPLER_2D
     62             || dataType == SH_SAMPLER_CUBE
     63             || dataType == SH_SAMPLER_2D_RECT_ARB
     64             || dataType == SH_SAMPLER_EXTERNAL_OES);
     65     }
     66 };
     67 
     68 class PLATFORM_EXPORT ANGLEPlatformBridge {
     69 public:
     70 
     71     ANGLEPlatformBridge(ShShaderOutput = SH_GLSL_OUTPUT, ShShaderSpec = SH_WEBGL_SPEC);
     72     ~ANGLEPlatformBridge();
     73 
     74     ShBuiltInResources getResources() { return m_resources; }
     75     void setResources(ShBuiltInResources);
     76 
     77     bool compileShaderSource(const char* shaderSource, ANGLEShaderType, String& translatedShaderSource, String& shaderValidationLog, Vector<ANGLEShaderSymbol>& symbols, int extraCompileOptions = 0);
     78 
     79 private:
     80 
     81     void cleanupCompilers();
     82 
     83     bool builtCompilers;
     84 
     85     ShHandle m_fragmentCompiler;
     86     ShHandle m_vertexCompiler;
     87 
     88     ShShaderOutput m_shaderOutput;
     89     ShShaderSpec m_shaderSpec;
     90 
     91     ShBuiltInResources m_resources;
     92 };
     93 
     94 } // namespace WebCore
     95 
     96 #endif
     97