/* * 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. */ #ifndef WebGLProgram_h #define WebGLProgram_h #include "modules/webgl/WebGLShader.h" #include "modules/webgl/WebGLSharedPlatform3DObject.h" #include "wtf/PassRefPtr.h" #include "wtf/Vector.h" namespace blink { class WebGLProgram final : public WebGLSharedPlatform3DObject { DEFINE_WRAPPERTYPEINFO(); public: ~WebGLProgram() override; static WebGLProgram* create(WebGLRenderingContextBase*); unsigned numActiveAttribLocations(); GLint getActiveAttribLocation(GLuint index); bool isUsingVertexAttrib0(); bool linkStatus(); unsigned linkCount() const { return m_linkCount; } // This is to be called everytime after the program is successfully linked. // We don't deal with integer overflow here, assuming in reality a program // will never be linked so many times. // Also, we invalidate the cached program info. void increaseLinkCount(); WebGLShader* getAttachedShader(GLenum); bool attachShader(WebGLShader*); bool detachShader(WebGLShader*); DECLARE_VIRTUAL_TRACE(); protected: explicit WebGLProgram(WebGLRenderingContextBase*); void deleteObjectImpl(WebGraphicsContext3D*) override; private: bool isProgram() const override { return true; } void cacheActiveAttribLocations(WebGraphicsContext3D*); void cacheInfoIfNeeded(); Vector m_activeAttribLocations; GLint m_linkStatus; // This is used to track whether a WebGLUniformLocation belongs to this // program or not. unsigned m_linkCount; Member m_vertexShader; Member m_fragmentShader; bool m_infoValid; }; } // namespace blink #endif // WebGLProgram_h