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This is required to return original references to the shaders attached to a program from getAttachedShaders. This is required for Figma (and likely all other Emscripten compiled applications that use WebGL) to get it's own generated shader IDs from the shaders returned from getAttachedShaders.
36 lines
881 B
C++
36 lines
881 B
C++
/*
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* Copyright (c) 2024, Jelle Raaijmakers <jelle@ladybird.org>
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* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
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* Copyright (c) 2024, Luke Wilde <luke@ladybird.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibWeb/WebGL/Types.h>
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#include <LibWeb/WebGL/WebGLObject.h>
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namespace Web::WebGL {
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class WebGLShader final : public WebGLObject {
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WEB_PLATFORM_OBJECT(WebGLShader, WebGLObject);
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GC_DECLARE_ALLOCATOR(WebGLShader);
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public:
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static GC::Ref<WebGLShader> create(JS::Realm& realm, WebGLRenderingContextBase&, GLuint handle, GLenum type);
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virtual ~WebGLShader();
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GLenum type() const { return m_type; }
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protected:
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explicit WebGLShader(JS::Realm&, WebGLRenderingContextBase&, GLuint handle, GLenum type);
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virtual void initialize(JS::Realm&) override;
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private:
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GLenum m_type { 0 };
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};
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}
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