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/*
* 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 COMPUTER, 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 COMPUTER, 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 <wtf/text/CString.h>
#include <wtf/text/WTFString.h>
#if !PLATFORM(GTK) && !PLATFORM(EFL) && !PLATFORM(BLACKBERRY) && !PLATFORM(QT) && !PLATFORM(WIN)
#include "ANGLE/ShaderLang.h"
#elif PLATFORM(WIN)
#include "GLSLANG/ShaderLang.h"
#else
#include "ShaderLang.h"
#endif
namespace WebCore {
enum ANGLEShaderType {
SHADER_TYPE_VERTEX = SH_VERTEX_SHADER,
SHADER_TYPE_FRAGMENT = SH_FRAGMENT_SHADER,
};
enum ANGLEShaderSymbolType {
SHADER_SYMBOL_TYPE_ATTRIBUTE,
SHADER_SYMBOL_TYPE_UNIFORM
};
struct ANGLEShaderSymbol {
ANGLEShaderSymbolType symbolType;
String name;
String mappedName;
ShDataType dataType;
int size;
bool isArray;
bool isSampler() const
{
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);
}
};
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<ANGLEShaderSymbol>& 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
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