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/*
* Copyright (C) 2009-2017 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.
*/
#pragma once
#include "WebGLSharedObject.h"
#include <wtf/Forward.h>
namespace WebCore {
class WebGLShader;
class WebGLProgram final : public WebGLSharedObject {
public:
static Ref<WebGLProgram> create(WebGLRenderingContextBase&);
virtual ~WebGLProgram();
static HashMap<WebGLProgram*, WebGLRenderingContextBase*>& instances(const LockHolder&);
static Lock& instancesMutex();
unsigned numActiveAttribLocations();
GC3Dint getActiveAttribLocation(GC3Duint index);
bool isUsingVertexAttrib0();
bool getLinkStatus();
void setLinkStatus(bool);
unsigned getLinkCount() const { return m_linkCount; }
// This is to be called everytime after the program is successfully linked.
// We don't deal with integer overflow here, assuming in reality a program
// will never be linked so many times.
// Also, we invalidate the cached program info.
void increaseLinkCount();
WebGLShader* getAttachedShader(GC3Denum);
bool attachShader(WebGLShader*);
bool detachShader(WebGLShader*);
protected:
WebGLProgram(WebGLRenderingContextBase&);
void deleteObjectImpl(GraphicsContext3D*, Platform3DObject) override;
private:
void cacheActiveAttribLocations(GraphicsContext3D*);
void cacheInfoIfNeeded();
Vector<GC3Dint> m_activeAttribLocations;
GC3Dint m_linkStatus { 0 };
// This is used to track whether a WebGLUniformLocation belongs to this program or not.
unsigned m_linkCount { 0 };
RefPtr<WebGLShader> m_vertexShader;
RefPtr<WebGLShader> m_fragmentShader;
bool m_infoValid { true };
};
} // namespace WebCore