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/*
* Copyright (C) 2011 Adobe Systems Incorporated. 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 THE COPYRIGHT HOLDER “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 THE COPYRIGHT HOLDER 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.
*/
#include "config.h"
#include "core/fetch/ShaderResource.h"
#include "core/fetch/TextResourceDecoder.h"
#include "platform/SharedBuffer.h"
#include "wtf/text/StringBuilder.h"
namespace WebCore {
ShaderResource::ShaderResource(const ResourceRequest& resourceRequest)
: Resource(resourceRequest, Shader)
, m_decoder(TextResourceDecoder::create("application/shader"))
{
}
ShaderResource::~ShaderResource()
{
}
const String& ShaderResource::shaderString()
{
if (m_shaderString.isNull() && m_data) {
StringBuilder builder;
builder.append(m_decoder->decode(m_data->data(), m_data->size()));
builder.append(m_decoder->flush());
m_shaderString = builder.toString();
}
return m_shaderString;
}
} // namespace WebCore