Eric Seidel e0fd75b5ab Make absolute and sort all Sky headers
This caused us to lose our gn check certification. :(

Turns out gn check was just ignoring all the header
paths it didn't understand and so gn check passing
for sky wasn't meaning much.  I tried to straighten
out some of the mess in this CL, but its going to take
several more rounds of massaging before gn check
passes again.  On the bright side (almost) all of
our headers are absolute now.  Turns out my script
(attached to the bug) didn't notice ../ includes
but I'll fix that in the next patch.

R=abarth@chromium.org
BUG=435361

Review URL: https://codereview.chromium.org/746023002
2014-11-20 17:42:05 -08:00

206 lines
5.9 KiB
C++

/*
* 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> 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<size_t>(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;
}
}