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/*
* Copyright (C) 2011 Google 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 AND ITS CONTRIBUTORS "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 OR ITS 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.
*/
#include "config.h"
#include "core/html/canvas/WebGLDebugShaders.h"
#include "bindings/core/v8/ExceptionState.h"
#include "core/html/canvas/WebGLRenderingContextBase.h"
#include "core/html/canvas/WebGLShader.h"
namespace blink {
WebGLDebugShaders::WebGLDebugShaders(WebGLRenderingContextBase* context)
: WebGLExtension(context)
{
}
WebGLDebugShaders::~WebGLDebugShaders()
{
}
WebGLExtensionName WebGLDebugShaders::name() const
{
return WebGLDebugShadersName;
}
PassRefPtrWillBeRawPtr<WebGLDebugShaders> WebGLDebugShaders::create(WebGLRenderingContextBase* context)
{
return adoptRefWillBeNoop(new WebGLDebugShaders(context));
}
String WebGLDebugShaders::getTranslatedShaderSource(WebGLShader* shader)
{
WebGLExtensionScopedContext scoped(this);
if (scoped.isLost())
return String();
if (!scoped.context()->validateWebGLObject("getTranslatedShaderSource", shader))
return "";
return scoped.context()->ensureNotNull(scoped.context()->webContext()->getTranslatedShaderSourceANGLE(shader->object()));
}
bool WebGLDebugShaders::supported(WebGLRenderingContextBase* context)
{
return context->extensionsUtil()->supportsExtension("GL_ANGLE_translated_shader_source");
}
const char* WebGLDebugShaders::extensionName()
{
return "WEBGL_debug_shaders";
}
} // namespace blink