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ladybird/Libraries/LibWeb/WebGL/WebGLProgram.h

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/*
* Copyright (c) 2024, Jelle Raaijmakers <jelle@ladybird.org>
* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
* Copyright (c) 2024-2025, Luke Wilde <luke@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibWeb/WebGL/Types.h>
#include <LibWeb/WebGL/WebGLObject.h>
namespace Web::WebGL {
class WebGLProgram final : public WebGLObject {
WEB_PLATFORM_OBJECT(WebGLProgram, WebGLObject);
GC_DECLARE_ALLOCATOR(WebGLProgram);
public:
static GC::Ref<WebGLProgram> create(JS::Realm& realm, WebGLRenderingContextBase&, GLuint handle);
virtual ~WebGLProgram();
GC::Ptr<WebGLShader> attached_vertex_shader() const { return m_attached_vertex_shader; }
void set_attached_vertex_shader(GC::Ptr<WebGLShader> shader) { m_attached_vertex_shader = shader; }
GC::Ptr<WebGLShader> attached_fragment_shader() const { return m_attached_fragment_shader; }
void set_attached_fragment_shader(GC::Ptr<WebGLShader> shader) { m_attached_fragment_shader = shader; }
protected:
explicit WebGLProgram(JS::Realm&, WebGLRenderingContextBase&, GLuint handle);
virtual void initialize(JS::Realm&) override;
virtual void visit_edges(JS::Cell::Visitor&) override;
private:
GC::Ptr<WebGLShader> m_attached_vertex_shader;
GC::Ptr<WebGLShader> m_attached_fragment_shader;
};
}