/* * Copyright (C) 2010 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #if ENABLE(3D_CANVAS) #include "ANGLEWebKitBridge.h" namespace WebCore { ANGLEWebKitBridge::ANGLEWebKitBridge() : builtCompilers(false) { ShInitialize(); } ANGLEWebKitBridge::~ANGLEWebKitBridge() { if (builtCompilers) { ShDestruct(m_fragmentCompiler); ShDestruct(m_vertexCompiler); } } bool ANGLEWebKitBridge::validateShaderSource(const char* shaderSource, ANGLEShaderType shaderType, String& translatedShaderSource, String& shaderValidationLog) { if (!builtCompilers) { m_fragmentCompiler = ShConstructCompiler(EShLangFragment, EShSpecWebGL, &m_resources); m_vertexCompiler = ShConstructCompiler(EShLangVertex, EShSpecWebGL, &m_resources); builtCompilers = true; } ShHandle compiler; if (shaderType == SHADER_TYPE_VERTEX) compiler = m_vertexCompiler; else compiler = m_fragmentCompiler; const char* const shaderSourceStrings[] = { shaderSource }; bool validateSuccess = ShCompile(compiler, shaderSourceStrings, 1, EShOptNone, EDebugOpIntermediate); translatedShaderSource = ShGetObjectCode(compiler); shaderValidationLog = ShGetInfoLog(compiler); return validateSuccess; } } #endif // ENABLE(3D_CANVAS)