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