summaryrefslogtreecommitdiffstats
path: root/Source/WebCore/platform/graphics/ANGLEWebKitBridge.h
diff options
context:
space:
mode:
authorSimon Hausmann <simon.hausmann@digia.com>2012-10-17 16:21:14 +0200
committerSimon Hausmann <simon.hausmann@digia.com>2012-10-17 16:21:14 +0200
commit8995b83bcbfbb68245f779b64e5517627c6cc6ea (patch)
tree17985605dab9263cc2444bd4d45f189e142cca7c /Source/WebCore/platform/graphics/ANGLEWebKitBridge.h
parentb9c9652036d5e9f1e29c574f40bc73a35c81ace6 (diff)
Imported WebKit commit cf4f8fc6f19b0629f51860cb2d4b25e139d07e00 (http://svn.webkit.org/repository/webkit/trunk@131592)
New snapshot that includes the build fixes for Mac OS X 10.6 and earlier as well as the previously cherry-picked changes
Diffstat (limited to 'Source/WebCore/platform/graphics/ANGLEWebKitBridge.h')
-rw-r--r--Source/WebCore/platform/graphics/ANGLEWebKitBridge.h13
1 files changed, 5 insertions, 8 deletions
diff --git a/Source/WebCore/platform/graphics/ANGLEWebKitBridge.h b/Source/WebCore/platform/graphics/ANGLEWebKitBridge.h
index 19c504eb3..178d3bddc 100644
--- a/Source/WebCore/platform/graphics/ANGLEWebKitBridge.h
+++ b/Source/WebCore/platform/graphics/ANGLEWebKitBridge.h
@@ -50,15 +50,17 @@ enum ANGLEShaderSymbolType {
struct ANGLEShaderSymbol {
ANGLEShaderSymbolType symbolType;
String name;
+ String mappedName;
ShDataType dataType;
int size;
bool isSampler()
{
- return dataType == SH_SAMPLER_2D
+ return symbolType == SHADER_SYMBOL_TYPE_UNIFORM
+ && (dataType == SH_SAMPLER_2D
|| dataType == SH_SAMPLER_CUBE
|| dataType == SH_SAMPLER_2D_RECT_ARB
- || dataType == SH_SAMPLER_EXTERNAL_OES;
+ || dataType == SH_SAMPLER_EXTERNAL_OES);
}
};
@@ -71,12 +73,7 @@ public:
ShBuiltInResources getResources() { return m_resources; }
void setResources(ShBuiltInResources);
- bool validateShaderSource(const char* shaderSource, ANGLEShaderType, String& translatedShaderSource, String& shaderValidationLog, int extraCompileOptions = 0);
-
- // Get the uniforms for the last validated shader of type ShShaderType.
- // For this function to work, you must use the SH_ATTRIBUTES_UNIFORMS compile option during validation.
- // Returns false if an unexpected error occurred in ANGLE.
- bool getUniforms(ShShaderType, Vector<ANGLEShaderSymbol> &symbols);
+ bool compileShaderSource(const char* shaderSource, ANGLEShaderType, String& translatedShaderSource, String& shaderValidationLog, Vector<ANGLEShaderSymbol>& symbols, int extraCompileOptions = 0);
private: