2 * Copyright (C) 2009 Apple Inc. All rights reserved.
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
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26 #ifndef WebGLProgram_h
27 #define WebGLProgram_h
29 #include "WebGLObject.h"
31 #include "WebGLShader.h"
33 #include <wtf/PassRefPtr.h>
34 #include <wtf/RefCounted.h>
35 #include <wtf/Vector.h>
39 class WebGLProgram : public WebGLObject {
41 virtual ~WebGLProgram() { deleteObject(); }
43 static PassRefPtr<WebGLProgram> create(WebGLRenderingContext*);
45 // cacheActiveAttribLocation() is only called once after linkProgram()
47 bool cacheActiveAttribLocations();
48 unsigned numActiveAttribLocations() const;
49 GC3Dint getActiveAttribLocation(GC3Duint index) const;
51 bool isUsingVertexAttrib0() const;
53 bool getLinkStatus() const { return m_linkStatus; }
54 void setLinkStatus(bool status) { m_linkStatus = status; }
56 unsigned getLinkCount() const { return m_linkCount; }
58 // This is to be called everytime after the program is successfully linked.
59 // We don't deal with integer overflow here, assuming in reality a program
60 // will never be linked so many times.
61 void increaseLinkCount() { ++m_linkCount; }
63 WebGLShader* getAttachedShader(GC3Denum);
64 bool attachShader(WebGLShader*);
65 bool detachShader(WebGLShader*);
68 WebGLProgram(WebGLRenderingContext*);
70 virtual void deleteObjectImpl(Platform3DObject);
73 virtual bool isProgram() const { return true; }
75 Vector<GC3Dint> m_activeAttribLocations;
79 // This is used to track whether a WebGLUniformLocation belongs to this
83 RefPtr<WebGLShader> m_vertexShader;
84 RefPtr<WebGLShader> m_fragmentShader;
87 } // namespace WebCore
89 #endif // WebGLProgram_h