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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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/. */

#include "WebGLExtensions.h"

#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "WebGLContext.h"
#include "WebGLShader.h"

namespace mozilla {

WebGLExtensionDebugShaders::WebGLExtensionDebugShaders(WebGLContext* webgl)
    : WebGLExtensionBase(webgl) {}

WebGLExtensionDebugShaders::~WebGLExtensionDebugShaders() {}

// If no source has been defined, compileShader() has not been called, or the
// translation has failed for shader, an empty string is returned; otherwise,
// return the translated source.
void WebGLExtensionDebugShaders::GetTranslatedShaderSource(
    const WebGLShader& shader, nsAString& retval) const {
  retval.SetIsVoid(true);
  if (mIsLost || !mContext) return;

  const WebGLContext::FuncScope funcScope(*mContext,
                                          "getShaderTranslatedSource");
  MOZ_ASSERT(!mContext->IsContextLost());

  if (!mContext->ValidateObject("shader", shader)) return;

  shader.GetShaderTranslatedSource(&retval);
}

IMPL_WEBGL_EXTENSION_GOOP(WebGLExtensionDebugShaders, WEBGL_debug_shaders)

}  // namespace mozilla