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1 /*
2  * Copyright (C) 2010 Apple Inc. All rights reserved.
3  *
4  * Redistribution and use in source and binary forms, with or without
5  * modification, are permitted provided that the following conditions
6  * are met:
7  * 1. Redistributions of source code must retain the above copyright
8  *    notice, this list of conditions and the following disclaimer.
9  * 2. Redistributions in binary form must reproduce the above copyright
10  *    notice, this list of conditions and the following disclaimer in the
11  *    documentation and/or other materials provided with the distribution.
12  *
13  * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
14  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16  * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
17  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21  * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24  */
25 
26 #ifndef ANGLEPlatformBridge_h
27 #define ANGLEPlatformBridge_h
28 
29 #include "platform/PlatformExport.h"
30 #include "wtf/text/CString.h"
31 #include "wtf/text/WTFString.h"
32 #include <GLSLANG/ShaderLang.h>
33 
34 namespace WebCore {
35 
36 enum ANGLEShaderType {
37     SHADER_TYPE_VERTEX = SH_VERTEX_SHADER,
38     SHADER_TYPE_FRAGMENT = SH_FRAGMENT_SHADER,
39 };
40 
41 enum ANGLEShaderSymbolType {
42     SHADER_SYMBOL_TYPE_ATTRIBUTE,
43     SHADER_SYMBOL_TYPE_UNIFORM
44 };
45 
46 struct PLATFORM_EXPORT ANGLEShaderSymbol {
47     ANGLEShaderSymbolType symbolType;
48     String name;
49     String mappedName;
50     ShDataType dataType;
51     int size;
52     bool isArray;
53     ShPrecisionType precision;
54 #if ANGLE_SH_VERSION >= 112
55     int staticUse;
56 #endif
57 
isSamplerANGLEShaderSymbol58     bool isSampler() const
59     {
60         return symbolType == SHADER_SYMBOL_TYPE_UNIFORM
61             && (dataType == SH_SAMPLER_2D
62             || dataType == SH_SAMPLER_CUBE
63             || dataType == SH_SAMPLER_2D_RECT_ARB
64             || dataType == SH_SAMPLER_EXTERNAL_OES);
65     }
66 };
67 
68 class PLATFORM_EXPORT ANGLEPlatformBridge {
69 public:
70 
71     ANGLEPlatformBridge(ShShaderOutput = SH_GLSL_OUTPUT, ShShaderSpec = SH_WEBGL_SPEC);
72     ~ANGLEPlatformBridge();
73 
getResources()74     ShBuiltInResources getResources() { return m_resources; }
75     void setResources(ShBuiltInResources);
76 
77     bool compileShaderSource(const char* shaderSource, ANGLEShaderType, String& translatedShaderSource, String& shaderValidationLog, Vector<ANGLEShaderSymbol>& symbols, int extraCompileOptions = 0);
78 
79 private:
80 
81     void cleanupCompilers();
82 
83     bool builtCompilers;
84 
85     ShHandle m_fragmentCompiler;
86     ShHandle m_vertexCompiler;
87 
88     ShShaderOutput m_shaderOutput;
89     ShShaderSpec m_shaderSpec;
90 
91     ShBuiltInResources m_resources;
92 };
93 
94 } // namespace WebCore
95 
96 #endif
97