/* * 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. */ #ifndef CustomFilterProgram_h #define CustomFilterProgram_h #if ENABLE(CSS_SHADERS) #include "CustomFilterProgramInfo.h" #include <wtf/HashCountedSet.h> #include <wtf/RefCounted.h> #include <wtf/text/WTFString.h> namespace WebCore { class GraphicsContext3D; class CustomFilterProgramClient; class CustomFilterValidatedProgram; // This is the base class for the StyleCustomFilterProgram class which knows how to keep // references to the cached shaders. class CustomFilterProgram: public RefCounted<CustomFilterProgram> { public: virtual ~CustomFilterProgram(); virtual bool isLoaded() const = 0; void addClient(CustomFilterProgramClient*); void removeClient(CustomFilterProgramClient*); CustomFilterProgramInfo programInfo() const; virtual String vertexShaderString() const = 0; virtual String fragmentShaderString() const = 0; CustomFilterProgramType programType() const { return m_programType; } CustomFilterProgramMixSettings mixSettings() const { return m_mixSettings; } CustomFilterMeshType meshType() const { return m_meshType; } PassRefPtr<CustomFilterValidatedProgram> validatedProgram(); void setValidatedProgram(PassRefPtr<CustomFilterValidatedProgram>); protected: // StyleCustomFilterProgram can notify the clients that the cached resources are // loaded and it is ready to create CustomFilterCompiledProgram objects. void notifyClients(); virtual void willHaveClients() = 0; virtual void didRemoveLastClient() = 0; // Keep the constructor protected to prevent creating this object directly. CustomFilterProgram(CustomFilterProgramType, const CustomFilterProgramMixSettings&, CustomFilterMeshType); private: // CustomFilterPrograms are unique combinations of shaders and can be // compared using just the pointer value instead. // These will catch anyone doing a value equal comparison. bool operator==(const CustomFilterProgram&) const; bool operator!=(const CustomFilterProgram&) const; typedef HashCountedSet<CustomFilterProgramClient*> CustomFilterProgramClientList; CustomFilterProgramClientList m_clients; CustomFilterProgramType m_programType; CustomFilterProgramMixSettings m_mixSettings; CustomFilterMeshType m_meshType; RefPtr<CustomFilterValidatedProgram> m_validatedProgram; }; } #endif // ENABLE(CSS_SHADERS) #endif