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/*
* 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)
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