99 lines
2.9 KiB
C++
99 lines
2.9 KiB
C++
/*
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* Copyright (C) 2010, 2016 Apple Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#if ENABLE(WEBGL) && !USE(ANGLE)
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#if USE(LIBEPOXY)
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// libepoxy headers have to be included before <ANGLE/ShaderLang.h> in order to avoid
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// picking up khrplatform.h inclusion that's done in ANGLE.
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#include <epoxy/gl.h>
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#endif
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#include <ANGLE/ShaderLang.h>
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#include <wtf/text/WTFString.h>
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#if PLATFORM(WIN)
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#include "OpenGLESShims.h"
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#elif USE(LIBEPOXY)
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// <epoxy/gl.h> already included above.
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#elif USE(OPENGL_ES)
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#include <GLES2/gl2.h>
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#else
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#include "OpenGLShims.h"
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#endif
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// FIXME
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#define GL_VERTEX_SHADER 0x8B31
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#define GL_FRAGMENT_SHADER 0x8B30
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//
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namespace WebCore {
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enum ANGLEShaderType {
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SHADER_TYPE_VERTEX = GL_VERTEX_SHADER,
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SHADER_TYPE_FRAGMENT = GL_FRAGMENT_SHADER,
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};
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enum ANGLEShaderSymbolType {
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SHADER_SYMBOL_TYPE_ATTRIBUTE,
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SHADER_SYMBOL_TYPE_UNIFORM,
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SHADER_SYMBOL_TYPE_VARYING
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};
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class ANGLEWebKitBridge {
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public:
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ANGLEWebKitBridge(ShShaderOutput = SH_GLSL_COMPATIBILITY_OUTPUT, ShShaderSpec = SH_WEBGL_SPEC);
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~ANGLEWebKitBridge();
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const ShBuiltInResources& getResources() { return m_resources; }
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void setResources(const ShBuiltInResources&);
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bool compileShaderSource(const char* shaderSource, ANGLEShaderType, String& translatedShaderSource, String& shaderValidationLog, Vector<std::pair<ANGLEShaderSymbolType, sh::ShaderVariable>>& symbols, uint64_t extraCompileOptions = 0);
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private:
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void cleanupCompilers();
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bool builtCompilers;
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ShHandle m_fragmentCompiler;
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ShHandle m_vertexCompiler;
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ShShaderOutput m_shaderOutput;
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ShShaderSpec m_shaderSpec;
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ShBuiltInResources m_resources;
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};
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} // namespace WebCore
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#endif // ENABLE(WEBGL) && !USE(ANGLE)
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