/* * Copyright (C) 2011 Google 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 AND ITS CONTRIBUTORS "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 OR ITS 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 "config.h" #if ENABLE(WEBGL) #include "WebGLDebugShaders.h" #include "Extensions3D.h" #include "WebGLRenderingContext.h" #include "WebGLShader.h" namespace WebCore { WebGLDebugShaders::WebGLDebugShaders(WebGLRenderingContext* context) : WebGLExtension(context) { } WebGLDebugShaders::~WebGLDebugShaders() { } WebGLExtension::ExtensionName WebGLDebugShaders::getName() const { return WebGLDebugShadersName; } String WebGLDebugShaders::getTranslatedShaderSource(WebGLShader* shader, ExceptionCode& ec) { UNUSED_PARAM(ec); if (m_context->isContextLost()) return String(); if (!m_context->validateWebGLObject("getTranslatedShaderSource", shader)) return ""; return m_context->graphicsContext3D()->getExtensions()->getTranslatedShaderSourceANGLE(shader->object()); } } // namespace WebCore #endif // ENABLE(WEBGL)