CustomFilterCompiledProgram.cpp   [plain text]


/*
 * Copyright (C) 2012 Adobe Systems Incorporated. All rights reserved.
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#include "config.h"

#if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)
#include "CustomFilterCompiledProgram.h"
 
#include "CustomFilterGlobalContext.h"

namespace WebCore {

CustomFilterCompiledProgram::CustomFilterCompiledProgram(PassRefPtr<GraphicsContext3D> context, const String& validatedVertexShader, const String& validatedFragmentShader, CustomFilterProgramType programType)
    : m_context(context)
    , m_program(0)
    , m_positionAttribLocation(-1)
    , m_texAttribLocation(-1)
    , m_meshAttribLocation(-1)
    , m_triangleAttribLocation(-1)
    , m_meshBoxLocation(-1)
    , m_projectionMatrixLocation(-1)
    , m_tileSizeLocation(-1)
    , m_meshSizeLocation(-1)
    , m_samplerLocation(-1)
    , m_samplerSizeLocation(-1)
    , m_contentSamplerLocation(-1)
    , m_isInitialized(false)
{
    ASSERT(!validatedVertexShader.isNull() && !validatedFragmentShader.isNull());

    m_context->makeContextCurrent();

    Platform3DObject vertexShader = compileShader(GraphicsContext3D::VERTEX_SHADER, validatedVertexShader);
    if (!vertexShader)
        return;
    
    Platform3DObject fragmentShader = compileShader(GraphicsContext3D::FRAGMENT_SHADER, validatedFragmentShader);
    if (!fragmentShader) {
        m_context->deleteShader(vertexShader);
        return;
    }
    
    m_program = linkProgram(vertexShader, fragmentShader);
    
    m_context->deleteShader(vertexShader);
    m_context->deleteShader(fragmentShader);
    
    if (!m_program)
        return;
    
    initializeParameterLocations(programType);
    
    m_isInitialized = true;
}

Platform3DObject CustomFilterCompiledProgram::compileShader(GC3Denum shaderType, const String& shaderString)
{
    ASSERT(!shaderString.isNull());

    Platform3DObject shader = m_context->createShader(shaderType);
    m_context->shaderSource(shader, shaderString);
    m_context->compileShader(shader);
    
    int compiled = 0;
    m_context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compiled);
    if (!compiled) {
        // FIXME: This is an invalid shader. Throw some errors.
        // https://bugs.webkit.org/show_bug.cgi?id=74416
        m_context->deleteShader(shader);
        return 0;
    }
    
    return shader;
}

Platform3DObject CustomFilterCompiledProgram::linkProgram(Platform3DObject vertexShader, Platform3DObject fragmentShader)
{
    Platform3DObject program = m_context->createProgram();
    m_context->attachShader(program, vertexShader);
    m_context->attachShader(program, fragmentShader);
    m_context->linkProgram(program);
    
    int linked = 0;
    m_context->getProgramiv(program, GraphicsContext3D::LINK_STATUS, &linked);
    if (!linked) {
        // FIXME: Invalid vertex/fragment shader combination. Throw some errors here.
        // https://bugs.webkit.org/show_bug.cgi?id=74416
        m_context->deleteProgram(program);
        return 0;
    }
    
    return program;
}

void CustomFilterCompiledProgram::initializeParameterLocations(CustomFilterProgramType programType)
{
    m_positionAttribLocation = m_context->getAttribLocation(m_program, "a_position");
    m_texAttribLocation = m_context->getAttribLocation(m_program, "a_texCoord");
    m_meshAttribLocation = m_context->getAttribLocation(m_program, "a_meshCoord");
    m_triangleAttribLocation = m_context->getAttribLocation(m_program, "a_triangleCoord");
    m_meshBoxLocation = m_context->getUniformLocation(m_program, "u_meshBox");
    m_tileSizeLocation = m_context->getUniformLocation(m_program, "u_tileSize");
    m_meshSizeLocation = m_context->getUniformLocation(m_program, "u_meshSize");
    m_projectionMatrixLocation = m_context->getUniformLocation(m_program, "u_projectionMatrix");
    m_samplerSizeLocation = m_context->getUniformLocation(m_program, "u_textureSize");
    m_contentSamplerLocation = m_context->getUniformLocation(m_program, "u_contentTexture");
    if (programType == PROGRAM_TYPE_BLENDS_ELEMENT_TEXTURE) {
        // When the author uses the CSS mix function in a custom filter, WebKit adds the internal
        // symbol css_u_texture to the shader code, which references the texture of the element.
        m_samplerLocation = m_context->getUniformLocation(m_program, "css_u_texture");
    }
}

int CustomFilterCompiledProgram::uniformLocationByName(const String& name)
{
    ASSERT(m_isInitialized);
    // FIXME: Improve this by caching the uniform locations.
    return m_context->getUniformLocation(m_program, name);
}
    
CustomFilterCompiledProgram::~CustomFilterCompiledProgram()
{
    if (m_program) {
        m_context->makeContextCurrent();
        m_context->deleteProgram(m_program);
    }
}

} // namespace WebCore
#endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)