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93 lines
3.1 KiB
C++
93 lines
3.1 KiB
C++
/*
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* Copyright (C) 2009 Apple Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef WebGLProgram_h
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#define WebGLProgram_h
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#include "bindings/core/v8/ScriptWrappable.h"
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#include "core/html/canvas/WebGLSharedObject.h"
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#include "core/html/canvas/WebGLShader.h"
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#include "wtf/PassRefPtr.h"
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#include "wtf/Vector.h"
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namespace blink {
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class WebGLProgram FINAL : public WebGLSharedObject, public ScriptWrappable {
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DEFINE_WRAPPERTYPEINFO();
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public:
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virtual ~WebGLProgram();
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static PassRefPtrWillBeRawPtr<WebGLProgram> create(WebGLRenderingContextBase*);
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unsigned numActiveAttribLocations();
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GLint getActiveAttribLocation(GLuint index);
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bool isUsingVertexAttrib0();
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bool linkStatus();
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unsigned linkCount() const { return m_linkCount; }
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// This is to be called everytime after the program is successfully linked.
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// We don't deal with integer overflow here, assuming in reality a program
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// will never be linked so many times.
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// Also, we invalidate the cached program info.
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void increaseLinkCount();
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WebGLShader* getAttachedShader(GLenum);
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bool attachShader(WebGLShader*);
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bool detachShader(WebGLShader*);
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virtual void trace(Visitor*) OVERRIDE;
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protected:
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explicit WebGLProgram(WebGLRenderingContextBase*);
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virtual void deleteObjectImpl(blink::WebGraphicsContext3D*, Platform3DObject) OVERRIDE;
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private:
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virtual bool isProgram() const OVERRIDE { return true; }
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void cacheActiveAttribLocations(blink::WebGraphicsContext3D*);
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void cacheInfoIfNeeded();
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Vector<GLint> m_activeAttribLocations;
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GLint m_linkStatus;
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// This is used to track whether a WebGLUniformLocation belongs to this
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// program or not.
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unsigned m_linkCount;
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RefPtrWillBeMember<WebGLShader> m_vertexShader;
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RefPtrWillBeMember<WebGLShader> m_fragmentShader;
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bool m_infoValid;
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};
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} // namespace blink
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#endif // WebGLProgram_h
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