/* * 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 COMPUTER, 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 COMPUTER, 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 "sky/engine/config.h" #include "sky/engine/core/html/canvas/WebGLProgram.h" #include "sky/engine/core/html/canvas/WebGLContextGroup.h" #include "sky/engine/core/html/canvas/WebGLRenderingContextBase.h" namespace blink { PassRefPtr WebGLProgram::create(WebGLRenderingContextBase* ctx) { return adoptRef(new WebGLProgram(ctx)); } WebGLProgram::WebGLProgram(WebGLRenderingContextBase* ctx) : WebGLSharedObject(ctx) , m_linkStatus(false) , m_linkCount(0) , m_infoValid(true) { setObject(ctx->webContext()->createProgram()); } WebGLProgram::~WebGLProgram() { #if ENABLE(OILPAN) // These heap objects handle detachment on their own. Clear out // the references to prevent deleteObjectImpl() from trying to do // same, as we cannot safely access other heap objects from this // destructor. m_vertexShader = nullptr; m_fragmentShader = nullptr; #endif // Always call detach here to ensure that platform object deletion // happens with Oilpan enabled. It keeps the code regular to do it // with or without Oilpan enabled. // // See comment in WebGLBuffer's destructor for additional // information on why this is done for WebGLSharedObject-derived // objects. detachAndDeleteObject(); } void WebGLProgram::deleteObjectImpl(blink::WebGraphicsContext3D* 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(); } GLint WebGLProgram::getActiveAttribLocation(GLuint 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::linkStatus() { cacheInfoIfNeeded(); return m_linkStatus; } void WebGLProgram::increaseLinkCount() { ++m_linkCount; m_infoValid = false; } WebGLShader* WebGLProgram::getAttachedShader(GLenum type) { switch (type) { case GL_VERTEX_SHADER: return m_vertexShader.get(); case GL_FRAGMENT_SHADER: return m_fragmentShader.get(); default: return 0; } } bool WebGLProgram::attachShader(WebGLShader* shader) { if (!shader || !shader->object()) return false; switch (shader->type()) { case GL_VERTEX_SHADER: if (m_vertexShader) return false; m_vertexShader = shader; return true; case GL_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->type()) { case GL_VERTEX_SHADER: if (m_vertexShader != shader) return false; m_vertexShader = nullptr; return true; case GL_FRAGMENT_SHADER: if (m_fragmentShader != shader) return false; m_fragmentShader = nullptr; return true; default: return false; } } void WebGLProgram::cacheActiveAttribLocations(blink::WebGraphicsContext3D* context3d) { m_activeAttribLocations.clear(); GLint numAttribs = 0; context3d->getProgramiv(object(), GL_ACTIVE_ATTRIBUTES, &numAttribs); m_activeAttribLocations.resize(static_cast(numAttribs)); for (int i = 0; i < numAttribs; ++i) { blink::WebGraphicsContext3D::ActiveInfo info; context3d->getActiveAttrib(object(), i, info); m_activeAttribLocations[i] = context3d->getAttribLocation(object(), info.name.utf8().data()); } } void WebGLProgram::cacheInfoIfNeeded() { if (m_infoValid) return; if (!object()) return; if (!contextGroup()) return; blink::WebGraphicsContext3D* context = contextGroup()->getAWebGraphicsContext3D(); if (!context) return; GLint linkStatus = 0; context->getProgramiv(object(), GL_LINK_STATUS, &linkStatus); m_linkStatus = linkStatus; if (m_linkStatus) cacheActiveAttribLocations(context); m_infoValid = true; } }