mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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137 lines
4.0 KiB
C++
137 lines
4.0 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef WEBGLPROGRAM_H_
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#define WEBGLPROGRAM_H_
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#include "WebGLObjectModel.h"
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#include <map>
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#include "mozilla/CheckedInt.h"
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#include "mozilla/LinkedList.h"
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#include "nsWrapperCache.h"
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#include "WebGLShader.h"
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#include "WebGLUniformInfo.h"
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namespace mozilla {
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class WebGLShader;
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struct WebGLUniformInfo;
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typedef nsDataHashtable<nsCStringHashKey, nsCString> CStringMap;
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typedef nsDataHashtable<nsCStringHashKey, WebGLUniformInfo> CStringToUniformInfoMap;
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class WebGLProgram MOZ_FINAL
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: public nsWrapperCache
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, public WebGLRefCountedObject<WebGLProgram>
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, public LinkedListElement<WebGLProgram>
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, public WebGLContextBoundObject
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{
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public:
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WebGLProgram(WebGLContext *context);
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void Delete();
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void DetachShaders() {
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mAttachedShaders.Clear();
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}
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GLuint GLName() { return mGLName; }
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const nsTArray<WebGLRefPtr<WebGLShader> >& AttachedShaders() const { return mAttachedShaders; }
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bool LinkStatus() { return mLinkStatus; }
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uint32_t Generation() const { return mGeneration.value(); }
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void SetLinkStatus(bool val) { mLinkStatus = val; }
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bool ContainsShader(WebGLShader *shader) {
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return mAttachedShaders.Contains(shader);
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}
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// return true if the shader wasn't already attached
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bool AttachShader(WebGLShader *shader);
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// return true if the shader was found and removed
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bool DetachShader(WebGLShader *shader);
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bool HasAttachedShaderOfType(GLenum shaderType);
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bool HasBothShaderTypesAttached() {
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return
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HasAttachedShaderOfType(LOCAL_GL_VERTEX_SHADER) &&
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HasAttachedShaderOfType(LOCAL_GL_FRAGMENT_SHADER);
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}
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bool HasBadShaderAttached();
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size_t UpperBoundNumSamplerUniforms();
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bool NextGeneration()
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{
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if (!(mGeneration + 1).isValid())
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return false; // must exit without changing mGeneration
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++mGeneration;
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return true;
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}
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/* Called only after LinkProgram */
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bool UpdateInfo();
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/* Getters for cached program info */
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bool IsAttribInUse(unsigned i) const { return mAttribsInUse[i]; }
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/* Maps identifier |name| to the mapped identifier |*mappedName|
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* Both are ASCII strings.
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*/
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void MapIdentifier(const nsACString& name, nsCString *mappedName);
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/* Un-maps mapped identifier |name| to the original identifier |*reverseMappedName|
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* Both are ASCII strings.
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*/
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void ReverseMapIdentifier(const nsACString& name, nsCString *reverseMappedName);
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/* Returns the uniform array size (or 1 if the uniform is not an array) of
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* the uniform with given mapped identifier.
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*
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* Note: the input string |name| is the mapped identifier, not the original identifier.
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*/
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WebGLUniformInfo GetUniformInfoForMappedIdentifier(const nsACString& name);
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WebGLContext *GetParentObject() const {
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return Context();
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}
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virtual JSObject* WrapObject(JSContext *cx) MOZ_OVERRIDE;
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NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(WebGLProgram)
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NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(WebGLProgram)
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// public post-link data
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std::map<GLint, nsCString> mActiveAttribMap;
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static uint64_t IdentifierHashFunction(const char *ident, size_t size);
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static void HashMapIdentifier(const nsACString& name, nsCString *hashedName);
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protected:
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~WebGLProgram() {
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DeleteOnce();
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}
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GLuint mGLName;
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bool mLinkStatus;
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// attached shaders of the program object
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nsTArray<WebGLRefPtr<WebGLShader> > mAttachedShaders;
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CheckedUint32 mGeneration;
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// post-link data
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FallibleTArray<bool> mAttribsInUse;
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nsAutoPtr<CStringMap> mIdentifierMap, mIdentifierReverseMap;
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nsAutoPtr<CStringToUniformInfoMap> mUniformInfoMap;
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int mAttribMaxNameLength;
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};
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} // namespace mozilla
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#endif
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