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1 /* | 1 /* |
2 * Copyright (C) 2009 Apple Inc. All rights reserved. | 2 * Copyright (C) 2009 Apple Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
6 * are met: | 6 * are met: |
7 * 1. Redistributions of source code must retain the above copyright | 7 * 1. Redistributions of source code must retain the above copyright |
8 * notice, this list of conditions and the following disclaimer. | 8 * notice, this list of conditions and the following disclaimer. |
9 * 2. Redistributions in binary form must reproduce the above copyright | 9 * 2. Redistributions in binary form must reproduce the above copyright |
10 * notice, this list of conditions and the following disclaimer in the | 10 * notice, this list of conditions and the following disclaimer in the |
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102 | 102 |
103 void WebGLProgram::increaseLinkCount() | 103 void WebGLProgram::increaseLinkCount() |
104 { | 104 { |
105 ++m_linkCount; | 105 ++m_linkCount; |
106 m_infoValid = false; | 106 m_infoValid = false; |
107 } | 107 } |
108 | 108 |
109 WebGLShader* WebGLProgram::getAttachedShader(GC3Denum type) | 109 WebGLShader* WebGLProgram::getAttachedShader(GC3Denum type) |
110 { | 110 { |
111 switch (type) { | 111 switch (type) { |
112 case GraphicsContext3D::VERTEX_SHADER: | 112 case GL_VERTEX_SHADER: |
113 return m_vertexShader.get(); | 113 return m_vertexShader.get(); |
114 case GraphicsContext3D::FRAGMENT_SHADER: | 114 case GL_FRAGMENT_SHADER: |
115 return m_fragmentShader.get(); | 115 return m_fragmentShader.get(); |
116 default: | 116 default: |
117 return 0; | 117 return 0; |
118 } | 118 } |
119 } | 119 } |
120 | 120 |
121 bool WebGLProgram::attachShader(WebGLShader* shader) | 121 bool WebGLProgram::attachShader(WebGLShader* shader) |
122 { | 122 { |
123 if (!shader || !shader->object()) | 123 if (!shader || !shader->object()) |
124 return false; | 124 return false; |
125 switch (shader->type()) { | 125 switch (shader->type()) { |
126 case GraphicsContext3D::VERTEX_SHADER: | 126 case GL_VERTEX_SHADER: |
127 if (m_vertexShader) | 127 if (m_vertexShader) |
128 return false; | 128 return false; |
129 m_vertexShader = shader; | 129 m_vertexShader = shader; |
130 return true; | 130 return true; |
131 case GraphicsContext3D::FRAGMENT_SHADER: | 131 case GL_FRAGMENT_SHADER: |
132 if (m_fragmentShader) | 132 if (m_fragmentShader) |
133 return false; | 133 return false; |
134 m_fragmentShader = shader; | 134 m_fragmentShader = shader; |
135 return true; | 135 return true; |
136 default: | 136 default: |
137 return false; | 137 return false; |
138 } | 138 } |
139 } | 139 } |
140 | 140 |
141 bool WebGLProgram::detachShader(WebGLShader* shader) | 141 bool WebGLProgram::detachShader(WebGLShader* shader) |
142 { | 142 { |
143 if (!shader || !shader->object()) | 143 if (!shader || !shader->object()) |
144 return false; | 144 return false; |
145 switch (shader->type()) { | 145 switch (shader->type()) { |
146 case GraphicsContext3D::VERTEX_SHADER: | 146 case GL_VERTEX_SHADER: |
147 if (m_vertexShader != shader) | 147 if (m_vertexShader != shader) |
148 return false; | 148 return false; |
149 m_vertexShader = 0; | 149 m_vertexShader = 0; |
150 return true; | 150 return true; |
151 case GraphicsContext3D::FRAGMENT_SHADER: | 151 case GL_FRAGMENT_SHADER: |
152 if (m_fragmentShader != shader) | 152 if (m_fragmentShader != shader) |
153 return false; | 153 return false; |
154 m_fragmentShader = 0; | 154 m_fragmentShader = 0; |
155 return true; | 155 return true; |
156 default: | 156 default: |
157 return false; | 157 return false; |
158 } | 158 } |
159 } | 159 } |
160 | 160 |
161 void WebGLProgram::cacheActiveAttribLocations(GraphicsContext3D* context3d) | 161 void WebGLProgram::cacheActiveAttribLocations(GraphicsContext3D* context3d) |
162 { | 162 { |
163 m_activeAttribLocations.clear(); | 163 m_activeAttribLocations.clear(); |
164 | 164 |
165 GC3Dint numAttribs = 0; | 165 GC3Dint numAttribs = 0; |
166 context3d->getProgramiv(object(), GraphicsContext3D::ACTIVE_ATTRIBUTES, &num
Attribs); | 166 context3d->getProgramiv(object(), GL_ACTIVE_ATTRIBUTES, &numAttribs); |
167 m_activeAttribLocations.resize(static_cast<size_t>(numAttribs)); | 167 m_activeAttribLocations.resize(static_cast<size_t>(numAttribs)); |
168 for (int i = 0; i < numAttribs; ++i) { | 168 for (int i = 0; i < numAttribs; ++i) { |
169 ActiveInfo info; | 169 ActiveInfo info; |
170 context3d->getActiveAttrib(object(), i, info); | 170 context3d->getActiveAttrib(object(), i, info); |
171 m_activeAttribLocations[i] = context3d->getAttribLocation(object(), info
.name); | 171 m_activeAttribLocations[i] = context3d->getAttribLocation(object(), info
.name); |
172 } | 172 } |
173 } | 173 } |
174 | 174 |
175 void WebGLProgram::cacheInfoIfNeeded() | 175 void WebGLProgram::cacheInfoIfNeeded() |
176 { | 176 { |
177 if (m_infoValid) | 177 if (m_infoValid) |
178 return; | 178 return; |
179 | 179 |
180 if (!object()) | 180 if (!object()) |
181 return; | 181 return; |
182 | 182 |
183 GraphicsContext3D* context = getAGraphicsContext3D(); | 183 GraphicsContext3D* context = getAGraphicsContext3D(); |
184 if (!context) | 184 if (!context) |
185 return; | 185 return; |
186 GC3Dint linkStatus = 0; | 186 GC3Dint linkStatus = 0; |
187 context->getProgramiv(object(), GraphicsContext3D::LINK_STATUS, &linkStatus)
; | 187 context->getProgramiv(object(), GL_LINK_STATUS, &linkStatus); |
188 m_linkStatus = linkStatus; | 188 m_linkStatus = linkStatus; |
189 if (m_linkStatus) | 189 if (m_linkStatus) |
190 cacheActiveAttribLocations(context); | 190 cacheActiveAttribLocations(context); |
191 m_infoValid = true; | 191 m_infoValid = true; |
192 } | 192 } |
193 | 193 |
194 } | 194 } |
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