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/*
* Copyright (C) 2012 Adobe Systems Incorporated. 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 THE COPYRIGHT HOLDER “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 THE COPYRIGHT HOLDER 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 CustomFilterProgram_h
#define CustomFilterProgram_h
#if ENABLE(CSS_SHADERS)
#include "CustomFilterProgramInfo.h"
#include <wtf/HashCountedSet.h>
#include <wtf/RefCounted.h>
#include <wtf/text/WTFString.h>
namespace WebCore {
class GraphicsContext3D;
class CustomFilterProgramClient;
class CustomFilterValidatedProgram;
// This is the base class for the StyleCustomFilterProgram class which knows how to keep
// references to the cached shaders.
class CustomFilterProgram: public RefCounted<CustomFilterProgram> {
public:
virtual ~CustomFilterProgram();
virtual bool isLoaded() const = 0;
void addClient(CustomFilterProgramClient*);
void removeClient(CustomFilterProgramClient*);
CustomFilterProgramInfo programInfo() const;
virtual String vertexShaderString() const = 0;
virtual String fragmentShaderString() const = 0;
CustomFilterProgramType programType() const { return m_programType; }
CustomFilterProgramMixSettings mixSettings() const { return m_mixSettings; }
CustomFilterMeshType meshType() const { return m_meshType; }
PassRefPtr<CustomFilterValidatedProgram> validatedProgram();
void setValidatedProgram(PassRefPtr<CustomFilterValidatedProgram>);
protected:
// StyleCustomFilterProgram can notify the clients that the cached resources are
// loaded and it is ready to create CustomFilterCompiledProgram objects.
void notifyClients();
virtual void willHaveClients() = 0;
virtual void didRemoveLastClient() = 0;
// Keep the constructor protected to prevent creating this object directly.
CustomFilterProgram(CustomFilterProgramType, const CustomFilterProgramMixSettings&, CustomFilterMeshType);
private:
// CustomFilterPrograms are unique combinations of shaders and can be
// compared using just the pointer value instead.
// These will catch anyone doing a value equal comparison.
bool operator==(const CustomFilterProgram&) const;
bool operator!=(const CustomFilterProgram&) const;
typedef HashCountedSet<CustomFilterProgramClient*> CustomFilterProgramClientList;
CustomFilterProgramClientList m_clients;
CustomFilterProgramType m_programType;
CustomFilterProgramMixSettings m_mixSettings;
CustomFilterMeshType m_meshType;
RefPtr<CustomFilterValidatedProgram> m_validatedProgram;
};
}
#endif // ENABLE(CSS_SHADERS)
#endif