1/* 2 * Copyright (C) 2010 Apple Inc. All rights reserved. 3 * 4 * Redistribution and use in source and binary forms, with or without 5 * modification, are permitted provided that the following conditions 6 * are met: 7 * 1. Redistributions of source code must retain the above copyright 8 * notice, this list of conditions and the following disclaimer. 9 * 2. Redistributions in binary form must reproduce the above copyright 10 * notice, this list of conditions and the following disclaimer in the 11 * documentation and/or other materials provided with the distribution. 12 * 13 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY 14 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 15 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 16 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR 17 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 18 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 19 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 20 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 21 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 23 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 24 */ 25 26#ifndef ANGLEWebKitBridge_h 27#define ANGLEWebKitBridge_h 28 29#include <wtf/text/CString.h> 30#include <wtf/text/WTFString.h> 31 32#if !PLATFORM(GTK) && !PLATFORM(EFL) && !PLATFORM(WIN) 33#include "ANGLE/ShaderLang.h" 34#elif PLATFORM(WIN) 35#include "GLSLANG/ShaderLang.h" 36#else 37#include "ShaderLang.h" 38#endif 39 40namespace WebCore { 41 42enum ANGLEShaderType { 43 SHADER_TYPE_VERTEX = SH_VERTEX_SHADER, 44 SHADER_TYPE_FRAGMENT = SH_FRAGMENT_SHADER, 45}; 46 47enum ANGLEShaderSymbolType { 48 SHADER_SYMBOL_TYPE_ATTRIBUTE, 49 SHADER_SYMBOL_TYPE_UNIFORM, 50 SHADER_SYMBOL_TYPE_VARYING 51}; 52 53struct ANGLEShaderSymbol { 54 ANGLEShaderSymbolType symbolType; 55 String name; 56 String mappedName; 57 ShDataType dataType; 58 int size; 59 bool isArray; 60 ShPrecisionType precision; 61 int staticUse; 62 63 bool isSampler() const 64 { 65 return symbolType == SHADER_SYMBOL_TYPE_UNIFORM 66 && (dataType == SH_SAMPLER_2D 67 || dataType == SH_SAMPLER_CUBE 68 || dataType == SH_SAMPLER_2D_RECT_ARB 69 || dataType == SH_SAMPLER_EXTERNAL_OES); 70 } 71}; 72 73class ANGLEWebKitBridge { 74public: 75 76 ANGLEWebKitBridge(ShShaderOutput = SH_GLSL_OUTPUT, ShShaderSpec = SH_WEBGL_SPEC); 77 ~ANGLEWebKitBridge(); 78 79 ShBuiltInResources getResources() { return m_resources; } 80 void setResources(ShBuiltInResources); 81 82 bool compileShaderSource(const char* shaderSource, ANGLEShaderType, String& translatedShaderSource, String& shaderValidationLog, Vector<ANGLEShaderSymbol>& symbols, int extraCompileOptions = 0); 83 84private: 85 86 void cleanupCompilers(); 87 88 bool builtCompilers; 89 90 ShHandle m_fragmentCompiler; 91 ShHandle m_vertexCompiler; 92 93 ShShaderOutput m_shaderOutput; 94 ShShaderSpec m_shaderSpec; 95 96 ShBuiltInResources m_resources; 97}; 98 99} // namespace WebCore 100 101#endif 102