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/*
* Copyright (C) 2017 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.
*/
#include "config.h"
#include "InspectorShaderProgram.h"
#if ENABLE(WEBGL)
#include "GraphicsContext3D.h"
#include "GraphicsTypes3D.h"
#include "HTMLCanvasElement.h"
#include "InspectorCanvas.h"
#include "WebGLProgram.h"
#include "WebGLRenderingContextBase.h"
#include "WebGLShader.h"
#include <JavaScriptCore/IdentifiersFactory.h>
namespace WebCore {
using namespace Inspector;
Ref<InspectorShaderProgram> InspectorShaderProgram::create(WebGLProgram& program, InspectorCanvas& inspectorCanvas)
{
return adoptRef(*new InspectorShaderProgram(program, inspectorCanvas));
}
InspectorShaderProgram::InspectorShaderProgram(WebGLProgram& program, InspectorCanvas& inspectorCanvas)
: m_identifier("program:" + IdentifiersFactory::createIdentifier())
, m_program(program)
, m_canvas(inspectorCanvas)
{
}
WebGLRenderingContextBase& InspectorShaderProgram::context() const
{
ASSERT(is<WebGLRenderingContextBase>(m_canvas.context()));
return downcast<WebGLRenderingContextBase>(m_canvas.context());
}
WebGLShader* InspectorShaderProgram::shaderForType(const String& protocolType)
{
GC3Denum shaderType;
if (protocolType == "vertex")
shaderType = GraphicsContext3D::VERTEX_SHADER;
else if (protocolType == "fragment")
shaderType = GraphicsContext3D::FRAGMENT_SHADER;
else
return nullptr;
return m_program.getAttachedShader(shaderType);
}
} // namespace WebCore
#endif // ENABLE(WEBGL)