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/*
* 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 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 "WebGLProgram.h"
#if ENABLE(WEBGL)
#include "WebGLContextGroup.h"
#include "WebGLRenderingContextBase.h"
#include "WebGLShader.h"
#include <wtf/HashMap.h>
#include <wtf/Lock.h>
#include <wtf/NeverDestroyed.h>
namespace WebCore {
HashMap<WebGLProgram*, WebGLRenderingContextBase*>& WebGLProgram::instances(const LockHolder&)
{
static NeverDestroyed<HashMap<WebGLProgram*, WebGLRenderingContextBase*>> instances;
return instances;
}
Lock& WebGLProgram::instancesMutex()
{
static LazyNeverDestroyed<Lock> mutex;
static std::once_flag initializeMutex;
std::call_once(initializeMutex, [] {
mutex.construct();
});
return mutex.get();
}
Ref<WebGLProgram> WebGLProgram::create(WebGLRenderingContextBase& ctx)
{
return adoptRef(*new WebGLProgram(ctx));
}
WebGLProgram::WebGLProgram(WebGLRenderingContextBase& ctx)
: WebGLSharedObject(ctx)
{
{
LockHolder lock(instancesMutex());
instances(lock).add(this, &ctx);
}
setObject(ctx.graphicsContext3D()->createProgram());
}
WebGLProgram::~WebGLProgram()
{
deleteObject(0);
{
LockHolder lock(instancesMutex());
ASSERT(instances(lock).contains(this));
instances(lock).remove(this);
}
}
void WebGLProgram::deleteObjectImpl(GraphicsContext3D* context3d, Platform3DObject obj)
{
context3d->deleteProgram(obj);
if (m_vertexShader) {
m_vertexShader->onDetached(context3d);
m_vertexShader = nullptr;
}
if (m_fragmentShader) {
m_fragmentShader->onDetached(context3d);
m_fragmentShader = nullptr;
}
}
unsigned WebGLProgram::numActiveAttribLocations()
{
cacheInfoIfNeeded();
return m_activeAttribLocations.size();
}
GC3Dint WebGLProgram::getActiveAttribLocation(GC3Duint index)
{
cacheInfoIfNeeded();
if (index >= numActiveAttribLocations())
return -1;
return m_activeAttribLocations[index];
}
bool WebGLProgram::isUsingVertexAttrib0()
{
cacheInfoIfNeeded();
for (unsigned ii = 0; ii < numActiveAttribLocations(); ++ii) {
if (!getActiveAttribLocation(ii))
return true;
}
return false;
}
bool WebGLProgram::getLinkStatus()
{
cacheInfoIfNeeded();
return m_linkStatus;
}
void WebGLProgram::setLinkStatus(bool status)
{
cacheInfoIfNeeded();
m_linkStatus = status;
}
void WebGLProgram::increaseLinkCount()
{
++m_linkCount;
m_infoValid = false;
}
WebGLShader* WebGLProgram::getAttachedShader(GC3Denum type)
{
switch (type) {
case GraphicsContext3D::VERTEX_SHADER:
return m_vertexShader.get();
case GraphicsContext3D::FRAGMENT_SHADER:
return m_fragmentShader.get();
default:
return 0;
}
}
bool WebGLProgram::attachShader(WebGLShader* shader)
{
if (!shader || !shader->object())
return false;
switch (shader->getType()) {
case GraphicsContext3D::VERTEX_SHADER:
if (m_vertexShader)
return false;
m_vertexShader = shader;
return true;
case GraphicsContext3D::FRAGMENT_SHADER:
if (m_fragmentShader)
return false;
m_fragmentShader = shader;
return true;
default:
return false;
}
}
bool WebGLProgram::detachShader(WebGLShader* shader)
{
if (!shader || !shader->object())
return false;
switch (shader->getType()) {
case GraphicsContext3D::VERTEX_SHADER:
if (m_vertexShader != shader)
return false;
m_vertexShader = nullptr;
return true;
case GraphicsContext3D::FRAGMENT_SHADER:
if (m_fragmentShader != shader)
return false;
m_fragmentShader = nullptr;
return true;
default:
return false;
}
}
void WebGLProgram::cacheActiveAttribLocations(GraphicsContext3D* context3d)
{
m_activeAttribLocations.clear();
GC3Dint numAttribs = 0;
context3d->getProgramiv(object(), GraphicsContext3D::ACTIVE_ATTRIBUTES, &numAttribs);
m_activeAttribLocations.resize(static_cast<size_t>(numAttribs));
for (int i = 0; i < numAttribs; ++i) {
ActiveInfo info;
context3d->getActiveAttribImpl(object(), i, info);
m_activeAttribLocations[i] = context3d->getAttribLocation(object(), info.name);
}
}
void WebGLProgram::cacheInfoIfNeeded()
{
if (m_infoValid)
return;
if (!object())
return;
GraphicsContext3D* context = getAGraphicsContext3D();
if (!context)
return;
GC3Dint linkStatus = 0;
context->getProgramiv(object(), GraphicsContext3D::LINK_STATUS, &linkStatus);
m_linkStatus = linkStatus;
if (m_linkStatus)
cacheActiveAttribLocations(context);
m_infoValid = true;
}
}
#endif // ENABLE(WEBGL)