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/*
* Copyright 2012 Adobe Systems Incorporated. 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 THE COPYRIGHT HOLDER “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 THE COPYRIGHT HOLDER 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(CSS_SHADERS)
#include "CustomFilterProgram.h"
#include "CustomFilterProgramClient.h"
#include "CustomFilterShader.h"
#if ENABLE(WEBGL)
#include "GraphicsContext3D.h"
#endif
namespace WebCore {
CustomFilterProgram::CustomFilterProgram()
{
// Keep the constructor protected to prevent creating this object directly.
}
CustomFilterProgram::~CustomFilterProgram()
{
// All the clients should keep a reference to this object.
ASSERT(m_clients.isEmpty());
}
void CustomFilterProgram::addClient(CustomFilterProgramClient* client)
{
if (m_clients.isEmpty()) {
// Notify the StyleCustomFilterProgram that we now have at least a client
// and the loading can begin.
// Note: If the shader is already cached the first client will be notified,
// even if the filter was already built. Add the client only after notifying
// the cache about them, so that we avoid a useless recreation of the filters chain.
willHaveClients();
}
m_clients.add(client);
}
void CustomFilterProgram::removeClient(CustomFilterProgramClient* client)
{
m_clients.remove(client);
if (m_clients.isEmpty()) {
// We have no clients anymore, the cached resources can be purged from memory.
didRemoveLastClient();
}
}
void CustomFilterProgram::notifyClients()
{
for (CustomFilterProgramClientList::iterator iter = m_clients.begin(), end = m_clients.end(); iter != end; ++iter)
iter->first->notifyCustomFilterProgramLoaded(this);
}
#if ENABLE(WEBGL)
PassRefPtr<CustomFilterShader> CustomFilterProgram::createShaderWithContext(GraphicsContext3D* context)
{
ASSERT(isLoaded());
return CustomFilterShader::create(context, vertexShaderString(), fragmentShaderString());
}
#endif
} // namespace WebCore
#endif // ENABLE(CSS_SHADERS)
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