blob: 496b7e81b12636fd2a9fdfef71286fa8d80f8ac6 [file] [log] [blame]
/*
Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies)
Copyright (C) 2012 Igalia S.L.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#ifndef TextureMapperShaderManager_h
#define TextureMapperShaderManager_h
#if USE(TEXTURE_MAPPER)
#include "GraphicsContext3D.h"
#include "TextureMapperGL.h"
#include <wtf/HashMap.h>
#include <wtf/PassRefPtr.h>
#include <wtf/RefPtr.h>
#include <wtf/text/AtomicStringHash.h>
namespace WebCore {
#define TEXMAP_DECLARE_VARIABLE(Accessor, Name, Type) GC3Duint Accessor##Location() { static const AtomicString name(Name); return getLocation(name, Type); }
#define TEXMAP_DECLARE_UNIFORM(Accessor) TEXMAP_DECLARE_VARIABLE(Accessor, "u_"#Accessor, UniformVariable)
#define TEXMAP_DECLARE_ATTRIBUTE(Accessor) TEXMAP_DECLARE_VARIABLE(Accessor, "a_"#Accessor, AttribVariable)
#define TEXMAP_DECLARE_SAMPLER(Accessor) TEXMAP_DECLARE_VARIABLE(Accessor, "s_"#Accessor, UniformVariable)
class TextureMapperShaderProgram : public RefCounted<TextureMapperShaderProgram> {
public:
Platform3DObject programID() const { return m_id; }
GraphicsContext3D* context() { return m_context.get(); }
static PassRefPtr<TextureMapperShaderProgram> create(PassRefPtr<GraphicsContext3D> context, const String& vertex, const String& fragment)
{
return adoptRef(new TextureMapperShaderProgram(context, vertex, fragment));
}
virtual ~TextureMapperShaderProgram();
TEXMAP_DECLARE_ATTRIBUTE(vertex)
TEXMAP_DECLARE_ATTRIBUTE(texCoord)
TEXMAP_DECLARE_UNIFORM(matrix)
TEXMAP_DECLARE_UNIFORM(flip)
TEXMAP_DECLARE_UNIFORM(samplerSize)
TEXMAP_DECLARE_UNIFORM(opacity)
TEXMAP_DECLARE_UNIFORM(color)
TEXMAP_DECLARE_UNIFORM(expandedQuadEdgesInScreenSpace)
TEXMAP_DECLARE_SAMPLER(sampler)
TEXMAP_DECLARE_SAMPLER(mask)
#if ENABLE(CSS_FILTERS)
TEXMAP_DECLARE_UNIFORM(amount)
TEXMAP_DECLARE_UNIFORM(gaussianKernel)
TEXMAP_DECLARE_UNIFORM(blurRadius)
TEXMAP_DECLARE_UNIFORM(shadowColor)
TEXMAP_DECLARE_UNIFORM(shadowOffset)
TEXMAP_DECLARE_SAMPLER(contentTexture)
#endif
private:
TextureMapperShaderProgram(PassRefPtr<GraphicsContext3D>, const String& vertexShaderSource, const String& fragmentShaderSource);
Platform3DObject m_vertexShader;
Platform3DObject m_fragmentShader;
enum VariableType { UniformVariable, AttribVariable };
GC3Duint getLocation(const AtomicString&, VariableType);
RefPtr<GraphicsContext3D> m_context;
Platform3DObject m_id;
HashMap<AtomicString, GC3Duint> m_variables;
};
class TextureMapperShaderManager {
public:
enum ShaderKey {
Invalid = 0,
Default,
Rect,
Masked,
MaskedRect,
SolidColor,
Antialiased,
GrayscaleFilter,
SepiaFilter,
SaturateFilter,
HueRotateFilter,
BrightnessFilter,
ContrastFilter,
OpacityFilter,
InvertFilter,
BlurFilter,
ShadowFilterPass1,
ShadowFilterPass2,
LastFilter
};
TextureMapperShaderManager() { }
explicit TextureMapperShaderManager(GraphicsContext3D*);
virtual ~TextureMapperShaderManager();
PassRefPtr<TextureMapperShaderProgram> getShaderProgram(ShaderKey);
private:
typedef HashMap<ShaderKey, RefPtr<TextureMapperShaderProgram>, DefaultHash<int>::Hash, HashTraits<int> > TextureMapperShaderProgramMap;
TextureMapperShaderProgramMap m_programs;
RefPtr<GraphicsContext3D> m_context;
};
}
#endif
#endif // TextureMapperShaderManager_h