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

91 lines
3.1 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.
*/
#ifndef WebGLProgram_h
#define WebGLProgram_h
#include "sky/engine/bindings/core/v8/ScriptWrappable.h"
#include "sky/engine/core/html/canvas/WebGLShader.h"
#include "sky/engine/core/html/canvas/WebGLSharedObject.h"
#include "sky/engine/wtf/PassRefPtr.h"
#include "sky/engine/wtf/Vector.h"
namespace blink {
class WebGLProgram final : public WebGLSharedObject, public ScriptWrappable {
DEFINE_WRAPPERTYPEINFO();
public:
virtual ~WebGLProgram();
static PassRefPtr<WebGLProgram> create(WebGLRenderingContextBase*);
unsigned numActiveAttribLocations();
GLint getActiveAttribLocation(GLuint index);
bool isUsingVertexAttrib0();
bool linkStatus();
unsigned linkCount() 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(GLenum);
bool attachShader(WebGLShader*);
bool detachShader(WebGLShader*);
protected:
explicit WebGLProgram(WebGLRenderingContextBase*);
virtual void deleteObjectImpl(blink::WebGraphicsContext3D*, Platform3DObject) override;
private:
virtual bool isProgram() const override { return true; }
void cacheActiveAttribLocations(blink::WebGraphicsContext3D*);
void cacheInfoIfNeeded();
Vector<GLint> m_activeAttribLocations;
GLint m_linkStatus;
// This is used to track whether a WebGLUniformLocation belongs to this
// program or not.
unsigned m_linkCount;
RefPtr<WebGLShader> m_vertexShader;
RefPtr<WebGLShader> m_fragmentShader;
bool m_infoValid;
};
} // namespace blink
#endif // WebGLProgram_h