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InspectorShaderProgram.cpp
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123 lines (107 loc) · 4.62 KB
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/*
* Copyright (C) 2017-2023 Apple Inc. 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 APPLE INC. ``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 APPLE INC. OR
* CONTRIBUTORS 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"
#include "InspectorShaderProgram.h"
#if ENABLE(WEBGL)
#include "InspectorCanvas.h"
#include "JSExecState.h"
#include "ScriptExecutionContext.h"
#include "WebGLProgram.h"
#include "WebGLRenderingContextBase.h"
#include "WebGLSampler.h"
#include "WebGLShader.h"
#include <JavaScriptCore/ConsoleMessage.h>
#include <JavaScriptCore/IdentifiersFactory.h>
#include <JavaScriptCore/ScriptCallStack.h>
#include <JavaScriptCore/ScriptCallStackFactory.h>
namespace WebCore {
using namespace Inspector;
Ref<InspectorShaderProgram> InspectorShaderProgram::create(WebGLProgram& program, InspectorCanvas& inspectorCanvas)
{
return adoptRef(*new InspectorShaderProgram(program, inspectorCanvas));
}
InspectorShaderProgram::InspectorShaderProgram(WebGLProgram& program, InspectorCanvas& inspectorCanvas)
: m_identifier("program:" + IdentifiersFactory::createIdentifier())
, m_canvas(inspectorCanvas)
, m_program(program)
{
ASSERT(is<WebGLRenderingContextBase>(m_canvas.canvasContext()));
}
static WebGLShader* shaderForType(WebGLProgram& program, Inspector::Protocol::Canvas::ShaderType shaderType)
{
switch (shaderType) {
case Inspector::Protocol::Canvas::ShaderType::Fragment:
return program.getAttachedShader(GraphicsContextGL::FRAGMENT_SHADER);
case Inspector::Protocol::Canvas::ShaderType::Vertex:
return program.getAttachedShader(GraphicsContextGL::VERTEX_SHADER);
// Compute shaders are a WebGPU concept.
case Inspector::Protocol::Canvas::ShaderType::Compute:
return nullptr;
}
ASSERT_NOT_REACHED();
return nullptr;
}
String InspectorShaderProgram::requestShaderSource(Inspector::Protocol::Canvas::ShaderType shaderType)
{
auto* shader = shaderForType(m_program, shaderType);
if (!shader)
return String();
return shader->getSource();
}
bool InspectorShaderProgram::updateShader(Inspector::Protocol::Canvas::ShaderType shaderType, const String& source)
{
auto* shader = shaderForType(m_program, shaderType);
if (!shader)
return false;
auto* context = dynamicDowncast<WebGLRenderingContextBase>(m_canvas.canvasContext());
if (!context)
return false;
context->shaderSource(*shader, source);
context->compileShader(*shader);
auto compileStatus = context->getShaderParameter(*shader, GraphicsContextGL::COMPILE_STATUS);
if (!std::holds_alternative<bool>(compileStatus))
return false;
if (std::get<bool>(compileStatus))
context->linkProgramWithoutInvalidatingAttribLocations(m_program);
else {
auto errors = context->getShaderInfoLog(*shader);
auto* scriptContext = m_canvas.scriptExecutionContext();
for (auto error : StringView(errors).split('\n')) {
auto message = makeString("WebGL: "_s, error);
scriptContext->addConsoleMessage(makeUnique<ConsoleMessage>(MessageSource::Rendering, MessageType::Log, MessageLevel::Error, message));
}
}
return true;
}
Ref<Inspector::Protocol::Canvas::ShaderProgram> InspectorShaderProgram::buildObjectForShaderProgram()
{
return Inspector::Protocol::Canvas::ShaderProgram::create()
.setProgramId(m_identifier)
.setProgramType(Inspector::Protocol::Canvas::ProgramType::Render)
.setCanvasId(m_canvas.identifier())
.release();
}
} // namespace WebCore
#endif // ENABLE(WEBGL)