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/*
* Copyright (C) 2010, 2016 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 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 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.
*/
#pragma once
#if ENABLE(WEBGL) && !USE(ANGLE)
#if USE(LIBEPOXY)
// libepoxy headers have to be included before <ANGLE/ShaderLang.h> in order to avoid
// picking up khrplatform.h inclusion that's done in ANGLE.
#include <epoxy/gl.h>
#endif
#include <ANGLE/ShaderLang.h>
#include <wtf/text/WTFString.h>
#if PLATFORM(WIN)
#include "OpenGLESShims.h"
#elif USE(LIBEPOXY)
// <epoxy/gl.h> already included above.
#elif USE(OPENGL_ES)
#include <GLES2/gl2.h>
#else
#include "OpenGLShims.h"
#endif
// FIXME
#define GL_VERTEX_SHADER 0x8B31
#define GL_FRAGMENT_SHADER 0x8B30
//
namespace WebCore {
enum ANGLEShaderType {
SHADER_TYPE_VERTEX = GL_VERTEX_SHADER,
SHADER_TYPE_FRAGMENT = GL_FRAGMENT_SHADER,
};
enum ANGLEShaderSymbolType {
SHADER_SYMBOL_TYPE_ATTRIBUTE,
SHADER_SYMBOL_TYPE_UNIFORM,
SHADER_SYMBOL_TYPE_VARYING
};
class ANGLEWebKitBridge {
public:
ANGLEWebKitBridge(ShShaderOutput = SH_GLSL_COMPATIBILITY_OUTPUT, ShShaderSpec = SH_WEBGL_SPEC);
~ANGLEWebKitBridge();
const ShBuiltInResources& getResources() { return m_resources; }
void setResources(const ShBuiltInResources&);
bool compileShaderSource(const char* shaderSource, ANGLEShaderType, String& translatedShaderSource, String& shaderValidationLog, Vector<std::pair<ANGLEShaderSymbolType, sh::ShaderVariable>>& symbols, uint64_t extraCompileOptions = 0);
private:
void cleanupCompilers();
bool builtCompilers;
ShHandle m_fragmentCompiler;
ShHandle m_vertexCompiler;
ShShaderOutput m_shaderOutput;
ShShaderSpec m_shaderSpec;
ShBuiltInResources m_resources;
};
} // namespace WebCore
#endif // ENABLE(WEBGL) && !USE(ANGLE)