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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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39 virtual ~WebGLProgram(); | 39 virtual ~WebGLProgram(); |
40 | 40 |
41 static PassRefPtr<WebGLProgram> create(WebGLRenderingContextBase*); | 41 static PassRefPtr<WebGLProgram> create(WebGLRenderingContextBase*); |
42 | 42 |
43 unsigned numActiveAttribLocations(); | 43 unsigned numActiveAttribLocations(); |
44 GLint getActiveAttribLocation(GLuint index); | 44 GLint getActiveAttribLocation(GLuint index); |
45 | 45 |
46 bool isUsingVertexAttrib0(); | 46 bool isUsingVertexAttrib0(); |
47 | 47 |
48 bool linkStatus(); | 48 bool linkStatus(); |
49 void setLinkStatus(bool); | |
50 | 49 |
51 unsigned linkCount() const { return m_linkCount; } | 50 unsigned linkCount() const { return m_linkCount; } |
52 | 51 |
53 // This is to be called everytime after the program is successfully linked. | 52 // This is to be called everytime after the program is successfully linked. |
54 // We don't deal with integer overflow here, assuming in reality a program | 53 // We don't deal with integer overflow here, assuming in reality a program |
55 // will never be linked so many times. | 54 // will never be linked so many times. |
56 // Also, we invalidate the cached program info. | 55 // Also, we invalidate the cached program info. |
57 void increaseLinkCount(); | 56 void increaseLinkCount(); |
58 | 57 |
59 WebGLShader* getAttachedShader(GLenum); | 58 WebGLShader* getAttachedShader(GLenum); |
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81 | 80 |
82 RefPtr<WebGLShader> m_vertexShader; | 81 RefPtr<WebGLShader> m_vertexShader; |
83 RefPtr<WebGLShader> m_fragmentShader; | 82 RefPtr<WebGLShader> m_fragmentShader; |
84 | 83 |
85 bool m_infoValid; | 84 bool m_infoValid; |
86 }; | 85 }; |
87 | 86 |
88 } // namespace WebCore | 87 } // namespace WebCore |
89 | 88 |
90 #endif // WebGLProgram_h | 89 #endif // WebGLProgram_h |
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