blob: d113ab08ed92246a19c4d720c02706dc3f265b12 [file] [log] [blame]
/*
* 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 "modules/webgl/WebGLProgram.h"
#include "gpu/command_buffer/client/gles2_interface.h"
#include "modules/webgl/WebGLContextGroup.h"
#include "modules/webgl/WebGLRenderingContextBase.h"
namespace blink {
WebGLProgram* WebGLProgram::create(WebGLRenderingContextBase* ctx)
{
return new WebGLProgram(ctx);
}
WebGLProgram::WebGLProgram(WebGLRenderingContextBase* ctx)
: WebGLSharedPlatform3DObject(ctx)
, m_linkStatus(false)
, m_linkCount(0)
, m_activeTransformFeedbackCount(0)
, m_infoValid(true)
{
setObject(ctx->contextGL()->CreateProgram());
}
WebGLProgram::~WebGLProgram()
{
// 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;
// See the comment in WebGLObject::detachAndDeleteObject().
detachAndDeleteObject();
}
void WebGLProgram::deleteObjectImpl(gpu::gles2::GLES2Interface* gl)
{
gl->DeleteProgram(m_object);
m_object = 0;
if (m_vertexShader) {
m_vertexShader->onDetached(gl);
m_vertexShader = nullptr;
}
if (m_fragmentShader) {
m_fragmentShader->onDetached(gl);
m_fragmentShader = nullptr;
}
}
bool WebGLProgram::linkStatus(WebGLRenderingContextBase* context)
{
cacheInfoIfNeeded(context);
return m_linkStatus;
}
void WebGLProgram::increaseLinkCount()
{
++m_linkCount;
m_infoValid = false;
}
void WebGLProgram::increaseActiveTransformFeedbackCount()
{
++m_activeTransformFeedbackCount;
}
void WebGLProgram::decreaseActiveTransformFeedbackCount()
{
--m_activeTransformFeedbackCount;
}
WebGLShader* WebGLProgram::getAttachedShader(GLenum type)
{
switch (type) {
case GL_VERTEX_SHADER:
return m_vertexShader;
case GL_FRAGMENT_SHADER:
return m_fragmentShader;
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;
}
}
ScopedPersistent<v8::Array>* WebGLProgram::getPersistentCache()
{
return &m_shaderWrappers;
}
void WebGLProgram::cacheInfoIfNeeded(WebGLRenderingContextBase* context)
{
if (m_infoValid)
return;
if (!m_object)
return;
gpu::gles2::GLES2Interface* gl = context->contextGL();
m_linkStatus = 0;
gl->GetProgramiv(m_object, GL_LINK_STATUS, &m_linkStatus);
m_infoValid = true;
}
DEFINE_TRACE(WebGLProgram)
{
visitor->trace(m_vertexShader);
visitor->trace(m_fragmentShader);
WebGLSharedPlatform3DObject::trace(visitor);
}
} // namespace blink