Bug 817785 - Split out WebGLProgram into separate files

This commit is contained in:
Saurabh Anand 2012-12-09 02:11:02 +05:30
Родитель 912e95ddb8
Коммит a5e8e36119
4 изменённых файлов: 377 добавлений и 323 удалений

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@ -10,12 +10,12 @@
#include "WebGLObjectModel.h"
#include "WebGLShader.h"
#include "WebGLBuffer.h"
#include "WebGLProgram.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"
#include "WebGLVertexAttribData.h"
#include "WebGLShaderPrecisionFormat.h"
#include <stdarg.h>
#include <vector>
#include "nsTArray.h"
#include "nsDataHashtable.h"
@ -70,7 +70,6 @@ class nsIPropertyBag;
namespace mozilla {
class WebGLProgram;
class WebGLFramebuffer;
class WebGLUniformLocation;
class WebGLMemoryPressureObserver;
@ -1160,325 +1159,6 @@ ToSupports(WebGLContext* context)
return static_cast<nsICanvasRenderingContextInternal*>(context);
}
/** Takes an ASCII string like "foo[i]", turns it into "foo" and returns "[i]" in bracketPart
*
* \param string input/output: the string to split, becomes the string without the bracket part
* \param bracketPart output: gets the bracket part.
*
* Notice that if there are multiple brackets like "foo[i].bar[j]", only the last bracket is split.
*/
static bool SplitLastSquareBracket(nsACString& string, nsCString& bracketPart)
{
MOZ_ASSERT(bracketPart.IsEmpty(), "SplitLastSquareBracket must be called with empty bracketPart string");
if (string.IsEmpty())
return false;
char *string_start = string.BeginWriting();
char *s = string_start + string.Length() - 1;
if (*s != ']')
return false;
while (*s != '[' && s != string_start)
s--;
if (*s != '[')
return false;
bracketPart.Assign(s);
*s = 0;
string.EndWriting();
string.SetLength(s - string_start);
return true;
}
typedef nsDataHashtable<nsCStringHashKey, nsCString> CStringMap;
typedef nsDataHashtable<nsCStringHashKey, WebGLUniformInfo> CStringToUniformInfoMap;
class WebGLProgram MOZ_FINAL
: public nsISupports
, public WebGLRefCountedObject<WebGLProgram>
, public LinkedListElement<WebGLProgram>
, public WebGLContextBoundObject
, public nsWrapperCache
{
public:
WebGLProgram(WebGLContext *context)
: WebGLContextBoundObject(context)
, mLinkStatus(false)
, mGeneration(0)
, mAttribMaxNameLength(0)
{
SetIsDOMBinding();
mContext->MakeContextCurrent();
mGLName = mContext->gl->fCreateProgram();
mContext->mPrograms.insertBack(this);
}
~WebGLProgram() {
DeleteOnce();
}
void Delete() {
DetachShaders();
mContext->MakeContextCurrent();
mContext->gl->fDeleteProgram(mGLName);
LinkedListElement<WebGLProgram>::removeFrom(mContext->mPrograms);
}
void DetachShaders() {
mAttachedShaders.Clear();
}
WebGLuint GLName() { return mGLName; }
const nsTArray<WebGLRefPtr<WebGLShader> >& AttachedShaders() const { return mAttachedShaders; }
bool LinkStatus() { return mLinkStatus; }
uint32_t Generation() const { return mGeneration.value(); }
void SetLinkStatus(bool val) { mLinkStatus = val; }
bool ContainsShader(WebGLShader *shader) {
return mAttachedShaders.Contains(shader);
}
// return true if the shader wasn't already attached
bool AttachShader(WebGLShader *shader) {
if (ContainsShader(shader))
return false;
mAttachedShaders.AppendElement(shader);
mContext->MakeContextCurrent();
mContext->gl->fAttachShader(GLName(), shader->GLName());
return true;
}
// return true if the shader was found and removed
bool DetachShader(WebGLShader *shader) {
if (!mAttachedShaders.RemoveElement(shader))
return false;
mContext->MakeContextCurrent();
mContext->gl->fDetachShader(GLName(), shader->GLName());
return true;
}
bool HasAttachedShaderOfType(GLenum shaderType) {
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
if (mAttachedShaders[i] && mAttachedShaders[i]->ShaderType() == shaderType) {
return true;
}
}
return false;
}
bool HasBothShaderTypesAttached() {
return
HasAttachedShaderOfType(LOCAL_GL_VERTEX_SHADER) &&
HasAttachedShaderOfType(LOCAL_GL_FRAGMENT_SHADER);
}
bool HasBadShaderAttached() {
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
if (mAttachedShaders[i] && !mAttachedShaders[i]->CompileStatus()) {
return true;
}
}
return false;
}
size_t UpperBoundNumSamplerUniforms() {
size_t numSamplerUniforms = 0;
for (size_t i = 0; i < mAttachedShaders.Length(); ++i) {
const WebGLShader *shader = mAttachedShaders[i];
if (!shader)
continue;
for (size_t j = 0; j < shader->mUniformInfos.Length(); ++j) {
WebGLUniformInfo u = shader->mUniformInfos[j];
if (u.type == SH_SAMPLER_2D ||
u.type == SH_SAMPLER_CUBE)
{
numSamplerUniforms += u.arraySize;
}
}
}
return numSamplerUniforms;
}
bool NextGeneration()
{
if (!(mGeneration + 1).isValid())
return false; // must exit without changing mGeneration
++mGeneration;
return true;
}
/* Called only after LinkProgram */
bool UpdateInfo();
/* Getters for cached program info */
bool IsAttribInUse(unsigned i) const { return mAttribsInUse[i]; }
/* Maps identifier |name| to the mapped identifier |*mappedName|
* Both are ASCII strings.
*/
void MapIdentifier(const nsACString& name, nsCString *mappedName) {
if (!mIdentifierMap) {
// if the identifier map doesn't exist yet, build it now
mIdentifierMap = new CStringMap;
mIdentifierMap->Init();
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
mIdentifierMap->Put(attrib.original, attrib.mapped);
}
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
mIdentifierMap->Put(uniform.original, uniform.mapped);
}
}
}
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
if (mIdentifierMap->Get(mutableName, mappedName)) {
if (hadBracketPart) {
nsCString mappedBracketPart;
bool mappedHadBracketPart = SplitLastSquareBracket(*mappedName, mappedBracketPart);
if (mappedHadBracketPart)
mappedName->Append(bracketPart);
}
return;
}
// not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
// returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
mutableName.AppendLiteral("[0]");
if (mIdentifierMap->Get(mutableName, mappedName))
return;
// not found? return name unchanged. This case happens e.g. on bad user input, or when
// we're not using identifier mapping, or if we didn't store an identifier in the map because
// e.g. its mapping is trivial (as happens for short identifiers)
mappedName->Assign(name);
}
/* Un-maps mapped identifier |name| to the original identifier |*reverseMappedName|
* Both are ASCII strings.
*/
void ReverseMapIdentifier(const nsACString& name, nsCString *reverseMappedName) {
if (!mIdentifierReverseMap) {
// if the identifier reverse map doesn't exist yet, build it now
mIdentifierReverseMap = new CStringMap;
mIdentifierReverseMap->Init();
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
mIdentifierReverseMap->Put(attrib.mapped, attrib.original);
}
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
mIdentifierReverseMap->Put(uniform.mapped, uniform.original);
}
}
}
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
if (mIdentifierReverseMap->Get(mutableName, reverseMappedName)) {
if (hadBracketPart) {
nsCString reverseMappedBracketPart;
bool reverseMappedHadBracketPart = SplitLastSquareBracket(*reverseMappedName, reverseMappedBracketPart);
if (reverseMappedHadBracketPart)
reverseMappedName->Append(bracketPart);
}
return;
}
// not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
// returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
mutableName.AppendLiteral("[0]");
if (mIdentifierReverseMap->Get(mutableName, reverseMappedName))
return;
// not found? return name unchanged. This case happens e.g. on bad user input, or when
// we're not using identifier mapping, or if we didn't store an identifier in the map because
// e.g. its mapping is trivial (as happens for short identifiers)
reverseMappedName->Assign(name);
}
/* Returns the uniform array size (or 1 if the uniform is not an array) of
* the uniform with given mapped identifier.
*
* Note: the input string |name| is the mapped identifier, not the original identifier.
*/
WebGLUniformInfo GetUniformInfoForMappedIdentifier(const nsACString& name) {
if (!mUniformInfoMap) {
// if the identifier-to-array-size map doesn't exist yet, build it now
mUniformInfoMap = new CStringToUniformInfoMap;
mUniformInfoMap->Init();
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
const WebGLUniformInfo& info = mAttachedShaders[i]->mUniformInfos[j];
mUniformInfoMap->Put(uniform.mapped, info);
}
}
}
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
// if there is a bracket, we're either an array or an entry in an array.
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
WebGLUniformInfo info;
mUniformInfoMap->Get(mutableName, &info);
// we don't check if that Get failed, as if it did, it left info with default values
// if there is a bracket and it's not [0], then we're not an array, we're just an entry in an array
if (hadBracketPart && !bracketPart.EqualsLiteral("[0]")) {
info.isArray = false;
info.arraySize = 1;
}
return info;
}
WebGLContext *GetParentObject() const {
return Context();
}
virtual JSObject* WrapObject(JSContext *cx, JSObject *scope, bool *triedToWrap);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(WebGLProgram)
protected:
WebGLuint mGLName;
bool mLinkStatus;
// attached shaders of the program object
nsTArray<WebGLRefPtr<WebGLShader> > mAttachedShaders;
CheckedUint32 mGeneration;
// post-link data
std::vector<bool> mAttribsInUse;
nsAutoPtr<CStringMap> mIdentifierMap, mIdentifierReverseMap;
nsAutoPtr<CStringToUniformInfoMap> mUniformInfoMap;
int mAttribMaxNameLength;
};
class WebGLFramebufferAttachment
{
// deleting a texture or renderbuffer immediately detaches it

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@ -38,8 +38,13 @@ WebGLProgram::UpdateInfo()
GLint attribCount;
mContext->gl->fGetProgramiv(mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, &attribCount);
mAttribsInUse.resize(mContext->mGLMaxVertexAttribs);
std::fill(mAttribsInUse.begin(), mAttribsInUse.end(), false);
if (!mAttribsInUse.SetLength(mContext->mGLMaxVertexAttribs)) {
mContext->ErrorOutOfMemory("updateInfo: out of memory to allocate %d attribs", mContext->mGLMaxVertexAttribs);
return false;
}
for (size_t i = 0; i < mAttribsInUse.Length(); i++)
mAttribsInUse[i] = false;
nsAutoArrayPtr<char> nameBuf(new char[mAttribMaxNameLength]);

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@ -4,15 +4,257 @@
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLContext.h"
#include "WebGLProgram.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
using namespace mozilla;
/** Takes an ASCII string like "foo[i]", turns it into "foo" and returns "[i]" in bracketPart
*
* \param string input/output: the string to split, becomes the string without the bracket part
* \param bracketPart output: gets the bracket part.
*
* Notice that if there are multiple brackets like "foo[i].bar[j]", only the last bracket is split.
*/
static bool SplitLastSquareBracket(nsACString& string, nsCString& bracketPart)
{
MOZ_ASSERT(bracketPart.IsEmpty(), "SplitLastSquareBracket must be called with empty bracketPart string");
if (string.IsEmpty())
return false;
char *string_start = string.BeginWriting();
char *s = string_start + string.Length() - 1;
if (*s != ']')
return false;
while (*s != '[' && s != string_start)
s--;
if (*s != '[')
return false;
bracketPart.Assign(s);
*s = 0;
string.EndWriting();
string.SetLength(s - string_start);
return true;
}
JSObject*
WebGLProgram::WrapObject(JSContext *cx, JSObject *scope, bool *triedToWrap) {
return dom::WebGLProgramBinding::Wrap(cx, scope, this, triedToWrap);
}
WebGLProgram::WebGLProgram(WebGLContext *context)
: WebGLContextBoundObject(context)
, mLinkStatus(false)
, mGeneration(0)
, mAttribMaxNameLength(0)
{
SetIsDOMBinding();
mContext->MakeContextCurrent();
mGLName = mContext->gl->fCreateProgram();
mContext->mPrograms.insertBack(this);
}
void
WebGLProgram::Delete() {
DetachShaders();
mContext->MakeContextCurrent();
mContext->gl->fDeleteProgram(mGLName);
LinkedListElement<WebGLProgram>::removeFrom(mContext->mPrograms);
}
bool
WebGLProgram::AttachShader(WebGLShader *shader) {
if (ContainsShader(shader))
return false;
mAttachedShaders.AppendElement(shader);
mContext->MakeContextCurrent();
mContext->gl->fAttachShader(GLName(), shader->GLName());
return true;
}
bool
WebGLProgram::DetachShader(WebGLShader *shader) {
if (!mAttachedShaders.RemoveElement(shader))
return false;
mContext->MakeContextCurrent();
mContext->gl->fDetachShader(GLName(), shader->GLName());
return true;
}
bool
WebGLProgram::HasAttachedShaderOfType(GLenum shaderType) {
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
if (mAttachedShaders[i] && mAttachedShaders[i]->ShaderType() == shaderType) {
return true;
}
}
return false;
}
bool
WebGLProgram::HasBadShaderAttached() {
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
if (mAttachedShaders[i] && !mAttachedShaders[i]->CompileStatus()) {
return true;
}
}
return false;
}
size_t
WebGLProgram::UpperBoundNumSamplerUniforms() {
size_t numSamplerUniforms = 0;
for (size_t i = 0; i < mAttachedShaders.Length(); ++i) {
const WebGLShader *shader = mAttachedShaders[i];
if (!shader)
continue;
for (size_t j = 0; j < shader->mUniformInfos.Length(); ++j) {
WebGLUniformInfo u = shader->mUniformInfos[j];
if (u.type == SH_SAMPLER_2D ||
u.type == SH_SAMPLER_CUBE)
{
numSamplerUniforms += u.arraySize;
}
}
}
return numSamplerUniforms;
}
void
WebGLProgram::MapIdentifier(const nsACString& name, nsCString *mappedName) {
if (!mIdentifierMap) {
// if the identifier map doesn't exist yet, build it now
mIdentifierMap = new CStringMap;
mIdentifierMap->Init();
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
mIdentifierMap->Put(attrib.original, attrib.mapped);
}
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
mIdentifierMap->Put(uniform.original, uniform.mapped);
}
}
}
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
if (mIdentifierMap->Get(mutableName, mappedName)) {
if (hadBracketPart) {
nsCString mappedBracketPart;
bool mappedHadBracketPart = SplitLastSquareBracket(*mappedName, mappedBracketPart);
if (mappedHadBracketPart)
mappedName->Append(bracketPart);
}
return;
}
// not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
// returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
mutableName.AppendLiteral("[0]");
if (mIdentifierMap->Get(mutableName, mappedName))
return;
// not found? return name unchanged. This case happens e.g. on bad user input, or when
// we're not using identifier mapping, or if we didn't store an identifier in the map because
// e.g. its mapping is trivial (as happens for short identifiers)
mappedName->Assign(name);
}
void
WebGLProgram::ReverseMapIdentifier(const nsACString& name, nsCString *reverseMappedName) {
if (!mIdentifierReverseMap) {
// if the identifier reverse map doesn't exist yet, build it now
mIdentifierReverseMap = new CStringMap;
mIdentifierReverseMap->Init();
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
mIdentifierReverseMap->Put(attrib.mapped, attrib.original);
}
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
mIdentifierReverseMap->Put(uniform.mapped, uniform.original);
}
}
}
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
if (mIdentifierReverseMap->Get(mutableName, reverseMappedName)) {
if (hadBracketPart) {
nsCString reverseMappedBracketPart;
bool reverseMappedHadBracketPart = SplitLastSquareBracket(*reverseMappedName, reverseMappedBracketPart);
if (reverseMappedHadBracketPart)
reverseMappedName->Append(bracketPart);
}
return;
}
// not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
// returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
mutableName.AppendLiteral("[0]");
if (mIdentifierReverseMap->Get(mutableName, reverseMappedName))
return;
// not found? return name unchanged. This case happens e.g. on bad user input, or when
// we're not using identifier mapping, or if we didn't store an identifier in the map because
// e.g. its mapping is trivial (as happens for short identifiers)
reverseMappedName->Assign(name);
}
WebGLUniformInfo
WebGLProgram::GetUniformInfoForMappedIdentifier(const nsACString& name) {
if (!mUniformInfoMap) {
// if the identifier-to-array-size map doesn't exist yet, build it now
mUniformInfoMap = new CStringToUniformInfoMap;
mUniformInfoMap->Init();
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
const WebGLUniformInfo& info = mAttachedShaders[i]->mUniformInfos[j];
mUniformInfoMap->Put(uniform.mapped, info);
}
}
}
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
// if there is a bracket, we're either an array or an entry in an array.
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
WebGLUniformInfo info;
mUniformInfoMap->Get(mutableName, &info);
// we don't check if that Get failed, as if it did, it left info with default values
// if there is a bracket and it's not [0], then we're not an array, we're just an entry in an array
if (hadBracketPart && !bracketPart.EqualsLiteral("[0]")) {
info.isArray = false;
info.arraySize = 1;
}
return info;
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_1(WebGLProgram, mAttachedShaders)
NS_IMPL_CYCLE_COLLECTING_ADDREF(WebGLProgram)

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@ -0,0 +1,127 @@
/* -*- 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 WEBGLPROGRAM_H_
#define WEBGLPROGRAM_H_
#include "WebGLObjectModel.h"
#include "WebGLShader.h"
#include "nsWrapperCache.h"
#include "mozilla/LinkedList.h"
#include "mozilla/CheckedInt.h"
namespace mozilla {
typedef nsDataHashtable<nsCStringHashKey, nsCString> CStringMap;
typedef nsDataHashtable<nsCStringHashKey, WebGLUniformInfo> CStringToUniformInfoMap;
class WebGLProgram MOZ_FINAL
: public nsISupports
, public WebGLRefCountedObject<WebGLProgram>
, public LinkedListElement<WebGLProgram>
, public WebGLContextBoundObject
, public nsWrapperCache
{
public:
WebGLProgram(WebGLContext *context);
~WebGLProgram() {
DeleteOnce();
}
void Delete();
void DetachShaders() {
mAttachedShaders.Clear();
}
WebGLuint GLName() { return mGLName; }
const nsTArray<WebGLRefPtr<WebGLShader> >& AttachedShaders() const { return mAttachedShaders; }
bool LinkStatus() { return mLinkStatus; }
uint32_t Generation() const { return mGeneration.value(); }
void SetLinkStatus(bool val) { mLinkStatus = val; }
bool ContainsShader(WebGLShader *shader) {
return mAttachedShaders.Contains(shader);
}
// return true if the shader wasn't already attached
bool AttachShader(WebGLShader *shader);
// return true if the shader was found and removed
bool DetachShader(WebGLShader *shader);
bool HasAttachedShaderOfType(GLenum shaderType);
bool HasBothShaderTypesAttached() {
return
HasAttachedShaderOfType(LOCAL_GL_VERTEX_SHADER) &&
HasAttachedShaderOfType(LOCAL_GL_FRAGMENT_SHADER);
}
bool HasBadShaderAttached();
size_t UpperBoundNumSamplerUniforms();
bool NextGeneration()
{
if (!(mGeneration + 1).isValid())
return false; // must exit without changing mGeneration
++mGeneration;
return true;
}
/* Called only after LinkProgram */
bool UpdateInfo();
/* Getters for cached program info */
bool IsAttribInUse(unsigned i) const { return mAttribsInUse[i]; }
/* Maps identifier |name| to the mapped identifier |*mappedName|
* Both are ASCII strings.
*/
void MapIdentifier(const nsACString& name, nsCString *mappedName);
/* Un-maps mapped identifier |name| to the original identifier |*reverseMappedName|
* Both are ASCII strings.
*/
void ReverseMapIdentifier(const nsACString& name, nsCString *reverseMappedName);
/* Returns the uniform array size (or 1 if the uniform is not an array) of
* the uniform with given mapped identifier.
*
* Note: the input string |name| is the mapped identifier, not the original identifier.
*/
WebGLUniformInfo GetUniformInfoForMappedIdentifier(const nsACString& name);
WebGLContext *GetParentObject() const {
return Context();
}
virtual JSObject* WrapObject(JSContext *cx, JSObject *scope, bool *triedToWrap);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(WebGLProgram)
protected:
WebGLuint mGLName;
bool mLinkStatus;
// attached shaders of the program object
nsTArray<WebGLRefPtr<WebGLShader> > mAttachedShaders;
CheckedUint32 mGeneration;
// post-link data
nsTArray<bool> mAttribsInUse;
nsAutoPtr<CStringMap> mIdentifierMap, mIdentifierReverseMap;
nsAutoPtr<CStringToUniformInfoMap> mUniformInfoMap;
int mAttribMaxNameLength;
};
} // namespace mozilla
#endif