/* * Copyright (C) 2009 Apple Inc. All rights reserved. * Copyright (C) 2009 Google 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 COMPUTER, 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 COMPUTER, 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 "core/html/canvas/WebGLUniformLocation.h" namespace WebCore { PassRefPtr<WebGLUniformLocation> WebGLUniformLocation::create(WebGLProgram* program, GLint location) { return adoptRef(new WebGLUniformLocation(program, location)); } WebGLUniformLocation::WebGLUniformLocation(WebGLProgram* program, GLint location) : m_program(program) , m_location(location) { ASSERT(m_program); ScriptWrappable::init(this); m_linkCount = m_program->linkCount(); } WebGLProgram* WebGLUniformLocation::program() const { // If the program has been linked again, then this UniformLocation is no // longer valid. if (m_program->linkCount() != m_linkCount) return 0; return m_program.get(); } GLint WebGLUniformLocation::location() const { // If the program has been linked again, then this UniformLocation is no // longer valid. ASSERT(m_program->linkCount() == m_linkCount); return m_location; } }