#include "config.h"
#include "WebGLProgram.h"
#if ENABLE(WEBGL)
#include "WebGLContextGroup.h"
#include "WebGLRenderingContextBase.h"
#include "WebGLShader.h"
namespace WebCore {
Ref<WebGLProgram> WebGLProgram::create(WebGLRenderingContextBase& ctx)
{
return adoptRef(*new WebGLProgram(ctx));
}
WebGLProgram::WebGLProgram(WebGLRenderingContextBase& ctx)
: WebGLSharedObject(ctx)
{
setObject(ctx.graphicsContext3D()->createProgram());
}
WebGLProgram::~WebGLProgram()
{
deleteObject(0);
}
void WebGLProgram::deleteObjectImpl(GraphicsContext3D* context3d, Platform3DObject obj)
{
context3d->deleteProgram(obj);
if (m_vertexShader) {
m_vertexShader->onDetached(context3d);
m_vertexShader = nullptr;
}
if (m_fragmentShader) {
m_fragmentShader->onDetached(context3d);
m_fragmentShader = nullptr;
}
}
unsigned WebGLProgram::numActiveAttribLocations()
{
cacheInfoIfNeeded();
return m_activeAttribLocations.size();
}
GC3Dint WebGLProgram::getActiveAttribLocation(GC3Duint index)
{
cacheInfoIfNeeded();
if (index >= numActiveAttribLocations())
return -1;
return m_activeAttribLocations[index];
}
bool WebGLProgram::isUsingVertexAttrib0()
{
cacheInfoIfNeeded();
for (unsigned ii = 0; ii < numActiveAttribLocations(); ++ii) {
if (!getActiveAttribLocation(ii))
return true;
}
return false;
}
bool WebGLProgram::getLinkStatus()
{
cacheInfoIfNeeded();
return m_linkStatus;
}
void WebGLProgram::setLinkStatus(bool status)
{
cacheInfoIfNeeded();
m_linkStatus = status;
}
void WebGLProgram::increaseLinkCount()
{
++m_linkCount;
m_infoValid = false;
}
WebGLShader* WebGLProgram::getAttachedShader(GC3Denum type)
{
switch (type) {
case GraphicsContext3D::VERTEX_SHADER:
return m_vertexShader.get();
case GraphicsContext3D::FRAGMENT_SHADER:
return m_fragmentShader.get();
default:
return 0;
}
}
bool WebGLProgram::attachShader(WebGLShader* shader)
{
if (!shader || !shader->object())
return false;
switch (shader->getType()) {
case GraphicsContext3D::VERTEX_SHADER:
if (m_vertexShader)
return false;
m_vertexShader = shader;
return true;
case GraphicsContext3D::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->getType()) {
case GraphicsContext3D::VERTEX_SHADER:
if (m_vertexShader != shader)
return false;
m_vertexShader = nullptr;
return true;
case GraphicsContext3D::FRAGMENT_SHADER:
if (m_fragmentShader != shader)
return false;
m_fragmentShader = nullptr;
return true;
default:
return false;
}
}
void WebGLProgram::cacheActiveAttribLocations(GraphicsContext3D* context3d)
{
m_activeAttribLocations.clear();
GC3Dint numAttribs = 0;
context3d->getProgramiv(object(), GraphicsContext3D::ACTIVE_ATTRIBUTES, &numAttribs);
m_activeAttribLocations.resize(static_cast<size_t>(numAttribs));
for (int i = 0; i < numAttribs; ++i) {
ActiveInfo info;
context3d->getActiveAttribImpl(object(), i, info);
m_activeAttribLocations[i] = context3d->getAttribLocation(object(), info.name);
}
}
void WebGLProgram::cacheInfoIfNeeded()
{
if (m_infoValid)
return;
if (!object())
return;
GraphicsContext3D* context = getAGraphicsContext3D();
if (!context)
return;
GC3Dint linkStatus = 0;
context->getProgramiv(object(), GraphicsContext3D::LINK_STATUS, &linkStatus);
m_linkStatus = linkStatus;
if (m_linkStatus)
cacheActiveAttribLocations(context);
m_infoValid = true;
}
}
#endif // ENABLE(WEBGL)