/* * Copyright (c) 2010, Google 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: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 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. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "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 THE COPYRIGHT * OWNER 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(ACCELERATED_2D_CANVAS) #include "Shader.h" #include "AffineTransform.h" #include "GraphicsContext3D.h" #include namespace WebCore { // static void Shader::affineTo3x3(const AffineTransform& transform, float mat[9]) { mat[0] = transform.a(); mat[1] = transform.b(); mat[2] = 0.0f; mat[3] = transform.c(); mat[4] = transform.d(); mat[5] = 0.0f; mat[6] = transform.e(); mat[7] = transform.f(); mat[8] = 1.0f; } // static unsigned Shader::loadShader(GraphicsContext3D* context, unsigned type, const char* shaderSource) { unsigned shader = context->createShader(type); if (!shader) return 0; String shaderSourceStr(shaderSource); context->shaderSource(shader, shaderSourceStr); context->compileShader(shader); int compileStatus; context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compileStatus); if (!compileStatus) { String infoLog = context->getShaderInfoLog(shader); LOG_ERROR("%s", infoLog.utf8().data()); context->deleteShader(shader); return 0; } return shader; } // static unsigned Shader::loadProgram(GraphicsContext3D* context, const char* vertexShaderSource, const char* fragmentShaderSource) { unsigned vertexShader = loadShader(context, GraphicsContext3D::VERTEX_SHADER, vertexShaderSource); if (!vertexShader) return 0; unsigned fragmentShader = loadShader(context, GraphicsContext3D::FRAGMENT_SHADER, fragmentShaderSource); if (!fragmentShader) return 0; unsigned program = context->createProgram(); if (!program) return 0; context->attachShader(program, vertexShader); context->attachShader(program, fragmentShader); context->linkProgram(program); int linkStatus; context->getProgramiv(program, GraphicsContext3D::LINK_STATUS, &linkStatus); if (!linkStatus) context->deleteProgram(program); context->deleteShader(vertexShader); context->deleteShader(fragmentShader); return program; } Shader::Shader(GraphicsContext3D* context, unsigned program) : m_context(context) , m_program(program) { } Shader::~Shader() { m_context->deleteProgram(m_program); } } #endif