/* * Copyright (C) 2011 Google 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 AND ITS CONTRIBUTORS "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 OR ITS 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" #include "modules/webgl/WebGLDebugShaders.h" #include "bindings/core/v8/ExceptionState.h" #include "modules/webgl/WebGLRenderingContextBase.h" #include "modules/webgl/WebGLShader.h" namespace blink { WebGLDebugShaders::WebGLDebugShaders(WebGLRenderingContextBase* context) : WebGLExtension(context) { } WebGLDebugShaders::~WebGLDebugShaders() { } WebGLExtensionName WebGLDebugShaders::name() const { return WebGLDebugShadersName; } WebGLDebugShaders* WebGLDebugShaders::create(WebGLRenderingContextBase* context) { return new WebGLDebugShaders(context); } String WebGLDebugShaders::getTranslatedShaderSource(WebGLShader* shader) { WebGLExtensionScopedContext scoped(this); if (scoped.isLost()) return String(); if (!scoped.context()->validateWebGLObject("getTranslatedShaderSource", shader)) return ""; return scoped.context()->ensureNotNull(scoped.context()->webContext()->getTranslatedShaderSourceANGLE(shader->object())); } bool WebGLDebugShaders::supported(WebGLRenderingContextBase* context) { return context->extensionsUtil()->supportsExtension("GL_ANGLE_translated_shader_source"); } const char* WebGLDebugShaders::extensionName() { return "WEBGL_debug_shaders"; } } // namespace blink