1/* 2 * Copyright (C) 2009 Apple Inc. All rights reserved. 3 * 4 * Redistribution and use in source and binary forms, with or without 5 * modification, are permitted provided that the following conditions 6 * are met: 7 * 1. Redistributions of source code must retain the above copyright 8 * notice, this list of conditions and the following disclaimer. 9 * 2. Redistributions in binary form must reproduce the above copyright 10 * notice, this list of conditions and the following disclaimer in the 11 * documentation and/or other materials provided with the distribution. 12 * 13 * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY 14 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 15 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 16 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR 17 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 18 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 19 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 20 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 21 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 23 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 24 */ 25 26#include "config.h" 27 28#if ENABLE(WEBGL) 29 30#include "WebGLProgram.h" 31 32#include "WebGLRenderingContext.h" 33 34namespace WebCore { 35 36PassRefPtr<WebGLProgram> WebGLProgram::create(WebGLRenderingContext* ctx) 37{ 38 return adoptRef(new WebGLProgram(ctx)); 39} 40 41WebGLProgram::WebGLProgram(WebGLRenderingContext* ctx) 42 : WebGLObject(ctx) 43 , m_linkStatus(false) 44 , m_linkCount(0) 45{ 46 setObject(context()->graphicsContext3D()->createProgram()); 47} 48 49void WebGLProgram::deleteObjectImpl(Platform3DObject obj) 50{ 51 context()->graphicsContext3D()->deleteProgram(obj); 52 if (m_vertexShader) { 53 m_vertexShader->onDetached(); 54 m_vertexShader = 0; 55 } 56 if (m_fragmentShader) { 57 m_fragmentShader->onDetached(); 58 m_fragmentShader = 0; 59 } 60} 61 62bool WebGLProgram::cacheActiveAttribLocations() 63{ 64 m_activeAttribLocations.clear(); 65 if (!object()) 66 return false; 67 GraphicsContext3D* context3d = context()->graphicsContext3D(); 68 69 // Assume link status has already been cached. 70 if (!m_linkStatus) 71 return false; 72 73 GC3Dint numAttribs = 0; 74 context3d->getProgramiv(object(), GraphicsContext3D::ACTIVE_ATTRIBUTES, &numAttribs); 75 m_activeAttribLocations.resize(static_cast<size_t>(numAttribs)); 76 for (int i = 0; i < numAttribs; ++i) { 77 ActiveInfo info; 78 context3d->getActiveAttrib(object(), i, info); 79 m_activeAttribLocations[i] = context3d->getAttribLocation(object(), info.name.charactersWithNullTermination()); 80 } 81 82 return true; 83} 84 85unsigned WebGLProgram::numActiveAttribLocations() const 86{ 87 return m_activeAttribLocations.size(); 88} 89 90GC3Dint WebGLProgram::getActiveAttribLocation(GC3Duint index) const 91{ 92 if (index >= numActiveAttribLocations()) 93 return -1; 94 return m_activeAttribLocations[index]; 95} 96 97bool WebGLProgram::isUsingVertexAttrib0() const 98{ 99 for (unsigned ii = 0; ii < numActiveAttribLocations(); ++ii) { 100 if (!getActiveAttribLocation(ii)) 101 return true; 102 } 103 return false; 104} 105 106WebGLShader* WebGLProgram::getAttachedShader(GC3Denum type) 107{ 108 switch (type) { 109 case GraphicsContext3D::VERTEX_SHADER: 110 return m_vertexShader.get(); 111 case GraphicsContext3D::FRAGMENT_SHADER: 112 return m_fragmentShader.get(); 113 default: 114 return 0; 115 } 116} 117 118bool WebGLProgram::attachShader(WebGLShader* shader) 119{ 120 if (!shader || !shader->object()) 121 return false; 122 switch (shader->getType()) { 123 case GraphicsContext3D::VERTEX_SHADER: 124 if (m_vertexShader) 125 return false; 126 m_vertexShader = shader; 127 return true; 128 case GraphicsContext3D::FRAGMENT_SHADER: 129 if (m_fragmentShader) 130 return false; 131 m_fragmentShader = shader; 132 return true; 133 default: 134 return false; 135 } 136} 137 138bool WebGLProgram::detachShader(WebGLShader* shader) 139{ 140 if (!shader || !shader->object()) 141 return false; 142 switch (shader->getType()) { 143 case GraphicsContext3D::VERTEX_SHADER: 144 if (m_vertexShader != shader) 145 return false; 146 m_vertexShader = 0; 147 return true; 148 case GraphicsContext3D::FRAGMENT_SHADER: 149 if (m_fragmentShader != shader) 150 return false; 151 m_fragmentShader = 0; 152 return true; 153 default: 154 return false; 155 } 156} 157 158} 159 160#endif // ENABLE(WEBGL) 161