/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef WEBGLSHADER_H_ #define WEBGLSHADER_H_ #include "WebGLObjectModel.h" #include "WebGLUniformInfo.h" #include "nsWrapperCache.h" #include "angle/ShaderLang.h" #include "mozilla/LinkedList.h" #include "mozilla/MemoryReporting.h" namespace mozilla { struct WebGLMappedIdentifier { nsCString original, mapped; // ASCII strings WebGLMappedIdentifier(const nsACString& o, const nsACString& m) : original(o), mapped(m) {} }; class WebGLShader MOZ_FINAL : public nsWrapperCache , public WebGLRefCountedObject , public LinkedListElement , public WebGLContextBoundObject { friend class WebGLContext; friend class WebGLProgram; public: WebGLShader(WebGLContext *context, GLenum stype); size_t SizeOfIncludingThis(mozilla::MallocSizeOf aMallocSizeOf) const; GLuint GLName() { return mGLName; } GLenum ShaderType() { return mType; } void SetSource(const nsAString& src) { // XXX do some quick gzip here maybe -- getting this will be very rare mSource.Assign(src); } const nsString& Source() const { return mSource; } void SetNeedsTranslation() { mNeedsTranslation = true; } bool NeedsTranslation() const { return mNeedsTranslation; } void SetCompileStatus (bool status) { mCompileStatus = status; } void Delete(); bool CompileStatus() const { return mCompileStatus; } void SetTranslationSuccess(); void SetTranslationFailure(const nsCString& msg) { mTranslationLog.Assign(msg); } const nsCString& TranslationLog() const { return mTranslationLog; } const nsString& TranslatedSource() const { return mTranslatedSource; } WebGLContext *GetParentObject() const { return Context(); } virtual JSObject* WrapObject(JSContext *cx) MOZ_OVERRIDE; NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(WebGLShader) NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(WebGLShader) protected: ~WebGLShader() { DeleteOnce(); } GLuint mGLName; GLenum mType; nsString mSource; nsString mTranslatedSource; nsCString mTranslationLog; // The translation log should contain only ASCII characters bool mNeedsTranslation; nsTArray mAttributes; nsTArray mUniforms; nsTArray mUniformInfos; int mAttribMaxNameLength; bool mCompileStatus; }; } // namespace mozilla #endif