| /* |
| * Copyright (C) 2012 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. |
| */ |
| |
| #ifndef CustomFilterCompiledProgram_h |
| #define CustomFilterCompiledProgram_h |
| |
| #include "core/platform/graphics/GraphicsContext3D.h" |
| #include "platform/graphics/filters/custom/CustomFilterProgramInfo.h" |
| #include "wtf/RefCounted.h" |
| #include "wtf/text/WTFString.h" |
| |
| namespace WebCore { |
| |
| class CustomFilterGlobalContext; |
| |
| class CustomFilterCompiledProgram: public RefCounted<CustomFilterCompiledProgram> { |
| public: |
| static PassRefPtr<CustomFilterCompiledProgram> create(PassRefPtr<GraphicsContext3D> context, const String& validatedVertexShader, const String& validatedFragmentShader, CustomFilterProgramType programType) |
| { |
| return adoptRef(new CustomFilterCompiledProgram(context, validatedVertexShader, validatedFragmentShader, programType)); |
| } |
| |
| ~CustomFilterCompiledProgram(); |
| |
| int positionAttribLocation() const { return m_positionAttribLocation; } |
| int texAttribLocation() const { return m_texAttribLocation; } |
| int meshAttribLocation() const { return m_meshAttribLocation; } |
| int triangleAttribLocation() const { return m_triangleAttribLocation; } |
| int meshBoxLocation() const { return m_meshBoxLocation; } |
| int projectionMatrixLocation() const { return m_projectionMatrixLocation; } |
| int tileSizeLocation() const { return m_tileSizeLocation; } |
| int meshSizeLocation() const { return m_meshSizeLocation; } |
| int samplerLocation() const { return m_samplerLocation; } |
| int contentSamplerLocation() const { return m_contentSamplerLocation; } |
| int samplerSizeLocation() const { return m_samplerSizeLocation; } |
| |
| int uniformLocationByName(const String&); |
| |
| bool isInitialized() const { return m_isInitialized; } |
| |
| Platform3DObject program() const { return m_program; } |
| private: |
| CustomFilterCompiledProgram(PassRefPtr<GraphicsContext3D>, const String& validatedVertexShader, const String& validatedFragmentShader, CustomFilterProgramType); |
| |
| Platform3DObject compileShader(GC3Denum shaderType, const String& shaderString); |
| Platform3DObject linkProgram(Platform3DObject vertexShader, Platform3DObject fragmentShader); |
| void initializeParameterLocations(CustomFilterProgramType); |
| |
| RefPtr<GraphicsContext3D> m_context; |
| Platform3DObject m_program; |
| |
| int m_positionAttribLocation; |
| int m_texAttribLocation; |
| int m_meshAttribLocation; |
| int m_triangleAttribLocation; |
| int m_meshBoxLocation; |
| int m_projectionMatrixLocation; |
| int m_tileSizeLocation; |
| int m_meshSizeLocation; |
| int m_samplerLocation; |
| int m_samplerSizeLocation; |
| int m_contentSamplerLocation; |
| |
| bool m_isInitialized; |
| }; |
| |
| } |
| |
| #endif |