/* * Copyright (C) 2012 Adobe Systems Incorporated. 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 THE COPYRIGHT HOLDER “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 THE COPYRIGHT HOLDER 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 "config.h" #if ENABLE(CSS_SHADERS) #include "CustomFilterProgram.h" #include "CustomFilterProgramClient.h" #include "CustomFilterShader.h" #if ENABLE(WEBGL) #include "GraphicsContext3D.h" #endif namespace WebCore { CustomFilterProgram::CustomFilterProgram() { // Keep the constructor protected to prevent creating this object directly. } CustomFilterProgram::~CustomFilterProgram() { // All the clients should keep a reference to this object. ASSERT(m_clients.isEmpty()); } void CustomFilterProgram::addClient(CustomFilterProgramClient* client) { if (m_clients.isEmpty()) { // Notify the StyleCustomFilterProgram that we now have at least a client // and the loading can begin. // Note: If the shader is already cached the first client will be notified, // even if the filter was already built. Add the client only after notifying // the cache about them, so that we avoid a useless recreation of the filters chain. willHaveClients(); } m_clients.add(client); } void CustomFilterProgram::removeClient(CustomFilterProgramClient* client) { m_clients.remove(client); if (m_clients.isEmpty()) { // We have no clients anymore, the cached resources can be purged from memory. didRemoveLastClient(); } } void CustomFilterProgram::notifyClients() { for (CustomFilterProgramClientList::iterator iter = m_clients.begin(), end = m_clients.end(); iter != end; ++iter) iter->first->notifyCustomFilterProgramLoaded(this); } #if ENABLE(WEBGL) PassRefPtr<CustomFilterShader> CustomFilterProgram::createShaderWithContext(GraphicsContext3D* context) { ASSERT(isLoaded()); return CustomFilterShader::create(context, vertexShaderString(), fragmentShaderString()); } #endif } // namespace WebCore #endif // ENABLE(CSS_SHADERS)