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