WebGLDebugShaders.cpp   [plain text]


/*
 * 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;
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#include "config.h"

#if ENABLE(WEBGL)

#include "WebGLDebugShaders.h"

#include "Extensions3D.h"
#include "WebGLRenderingContextBase.h"
#include "WebGLShader.h"

namespace WebCore {

WebGLDebugShaders::WebGLDebugShaders(WebGLRenderingContextBase& context)
    : WebGLExtension(context)
{
    context.graphicsContext3D()->getExtensions().ensureEnabled("GL_ANGLE_translated_shader_source");
}

WebGLDebugShaders::~WebGLDebugShaders() = default;

WebGLExtension::ExtensionName WebGLDebugShaders::getName() const
{
    return WebGLDebugShadersName;
}

String WebGLDebugShaders::getTranslatedShaderSource(WebGLShader& shader)
{
    if (m_context.isContextLost())
        return String();
    if (!m_context.validateWebGLObject("getTranslatedShaderSource", &shader))
        return emptyString();
    return m_context.graphicsContext3D()->getExtensions().getTranslatedShaderSourceANGLE(shader.object());
}

} // namespace WebCore

#endif // ENABLE(WEBGL)