/* * Copyright (C) 2010 Apple 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 INC. ``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 INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef ANGLEWebKitBridge_h #define ANGLEWebKitBridge_h #include #include #include #if PLATFORM(IOS) #import #elif PLATFORM(MAC) #include #elif PLATFORM(WIN) #include "OpenGLESShims.h" #elif PLATFORM(QT) #include #elif PLATFORM(GTK) || PLATFORM(EFL) #if USE(OPENGL_ES_2) #include #else #include "OpenGLShims.h" #endif #endif namespace WebCore { enum ANGLEShaderType { SHADER_TYPE_VERTEX = GL_VERTEX_SHADER, SHADER_TYPE_FRAGMENT = GL_FRAGMENT_SHADER, }; enum ANGLEShaderSymbolType { SHADER_SYMBOL_TYPE_ATTRIBUTE, SHADER_SYMBOL_TYPE_UNIFORM, SHADER_SYMBOL_TYPE_VARYING }; struct ANGLEShaderSymbol { ANGLEShaderSymbolType symbolType; String name; String mappedName; sh::GLenum dataType; unsigned size; sh::GLenum precision; int staticUse; bool isSampler() const { return symbolType == SHADER_SYMBOL_TYPE_UNIFORM && (dataType == GL_SAMPLER_2D || dataType == GL_SAMPLER_CUBE #if !PLATFORM(IOS) && !((PLATFORM(EFL) || PLATFORM(GTK)) && USE(OPENGL_ES_2)) || dataType == GL_SAMPLER_2D_RECT_ARB #endif ); } }; class ANGLEWebKitBridge { public: ANGLEWebKitBridge(ShShaderOutput = SH_GLSL_OUTPUT, ShShaderSpec = SH_WEBGL_SPEC); ~ANGLEWebKitBridge(); ShBuiltInResources getResources() { return m_resources; } void setResources(ShBuiltInResources); bool compileShaderSource(const char* shaderSource, ANGLEShaderType, String& translatedShaderSource, String& shaderValidationLog, Vector& symbols, int extraCompileOptions = 0); private: void cleanupCompilers(); bool builtCompilers; ShHandle m_fragmentCompiler; ShHandle m_vertexCompiler; ShShaderOutput m_shaderOutput; ShShaderSpec m_shaderSpec; ShBuiltInResources m_resources; }; } // namespace WebCore #endif