author Oleg Romashin <>
Sat, 22 Nov 2014 12:15:00 +0100
changeset 219062 cadfee0aa2af0fa0c5d3e192423024d417b3183a
parent 217811 10a7d6c3fa977bcc39c82ee01b94b5f7ce2fe46f
child 223101 ca411b1cf0019393548598a66af9e08a711cd6f8
permissions -rw-r--r--
Bug 1103412 - Gecko does not compile with printing disabled. r=mconley

/* -*- 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 */


#include <map>
#include "mozilla/CheckedInt.h"
#include "mozilla/LinkedList.h"
#include "nsWrapperCache.h"
#include "WebGLObjectModel.h"
#include "WebGLShader.h"
#include "WebGLUniformInfo.h"

namespace mozilla {

class WebGLShader;
struct WebGLUniformInfo;

typedef nsDataHashtable<nsCStringHashKey, nsCString> CStringMap;
typedef nsDataHashtable<nsCStringHashKey,
                        WebGLUniformInfo> CStringToUniformInfoMap;

class WebGLProgram MOZ_FINAL
    : public nsWrapperCache
    , public WebGLRefCountedObject<WebGLProgram>
    , public LinkedListElement<WebGLProgram>
    , public WebGLContextBoundObject
    explicit WebGLProgram(WebGLContext* webgl);

    void Delete();

    void DetachShaders() {

    GLuint 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) &&

    bool HasBadShaderAttached();

    size_t UpperBoundNumSamplerUniforms();

    bool NextGeneration() {
        if (!(mGeneration + 1).isValid())
            return false; // must exit without changing mGeneration

        return true;

    // Called only after LinkProgram
    bool UpdateInfo();

    // Getters for cached program info
    bool IsAttribInUse(uint32_t i) const { return mAttribsInUse[i]; }

    // Maps identifier |name| to the mapped identifier |*mappedName|
    // Both are ASCII strings.
    void MapIdentifier(const nsACString& name, nsCString* out_mappedName);

    // Un-maps mapped identifier |name| to the original identifier
    // |*reverseMappedName|.
    // Both are ASCII strings.
    void ReverseMapIdentifier(const nsACString& name,
                              nsCString* out_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) MOZ_OVERRIDE;


    // public post-link data
    std::map<GLint, nsCString> mActiveAttribMap;

    static uint64_t IdentifierHashFunction(const char* ident, size_t size);
    static void HashMapIdentifier(const nsACString& name,
                                  nsCString* const out_hashedName);

    ~WebGLProgram() {

    GLuint mGLName;
    bool mLinkStatus;
    // attached shaders of the program object
    nsTArray<WebGLRefPtr<WebGLShader> > mAttachedShaders;
    CheckedUint32 mGeneration;

    // post-link data
    FallibleTArray<bool> mAttribsInUse;
    nsAutoPtr<CStringMap> mIdentifierMap, mIdentifierReverseMap;
    nsAutoPtr<CStringToUniformInfoMap> mUniformInfoMap;
    int mAttribMaxNameLength;

} // namespace mozilla

#endif // WEBGL_PROGRAM_H_