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| 1 // Copyright (c) 2010 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. |
| 4 |
| 5 #include "media/tools/shader_bench/painter.h" |
| 6 |
| 7 // Vertices for a full screen quad. |
| 8 static const float kVertices[8] = { |
| 9 -1.f, 1.f, |
| 10 -1.f, -1.f, |
| 11 1.f, 1.f, |
| 12 1.f, -1.f, |
| 13 }; |
| 14 |
| 15 // Texture Coordinates mapping the entire texture. |
| 16 static const float kTextureCoords[8] = { |
| 17 0, 0, |
| 18 0, 1, |
| 19 1, 0, |
| 20 1, 1, |
| 21 }; |
| 22 |
| 23 // Buffer size for compile errors. |
| 24 static const unsigned int kErrorSize = 4096; |
| 25 |
| 26 Painter::Painter() |
| 27 : frames_(0) { |
| 28 } |
| 29 |
| 30 void Painter::OnPaint() { |
| 31 if (frames_ && !frames_->empty()) { |
| 32 scoped_refptr<media::VideoFrame> cur_frame = frames_->front(); |
| 33 Paint(cur_frame); |
| 34 frames_->pop_front(); |
| 35 frames_->push_back(cur_frame); |
| 36 } |
| 37 } |
| 38 |
| 39 void Painter::LoadFrames(std::deque<scoped_refptr<media::VideoFrame> >* frames)
{ |
| 40 frames_ = frames; |
| 41 } |
| 42 |
| 43 GLuint Painter::LoadShader(gfx::GLContext* context, unsigned type, const char* s
hader_source) { |
| 44 // TODO(vrk) assert context is current |
| 45 GLuint shader = glCreateShader(type); |
| 46 glShaderSource(shader, 1, &shader_source, NULL); |
| 47 glCompileShader(shader); |
| 48 int result = GL_FALSE; |
| 49 glGetShaderiv(shader, GL_COMPILE_STATUS, &result); |
| 50 if (!result) { |
| 51 char log[kErrorSize]; |
| 52 int len; |
| 53 glGetShaderInfoLog(shader, kErrorSize - 1, &len, log); |
| 54 log[kErrorSize - 1] = 0; |
| 55 printf("Shader did not compile: %s\n", log); |
| 56 } |
| 57 return shader; |
| 58 } |
| 59 |
| 60 GLuint Painter::CreateShaderProgram(gfx::GLContext* context, const char* vertex_
shader_source, |
| 61 const char* fragment_shader_source) { |
| 62 // Create vertex and pixel shaders. |
| 63 GLuint vertex_shader = |
| 64 LoadShader(context, GL_VERTEX_SHADER, vertex_shader_source); |
| 65 GLuint fragment_shader = |
| 66 LoadShader(context, GL_FRAGMENT_SHADER, fragment_shader_source); |
| 67 |
| 68 // Create program and attach shaders. |
| 69 GLuint program = glCreateProgram(); |
| 70 glAttachShader(program, vertex_shader); |
| 71 glAttachShader(program, fragment_shader); |
| 72 glDeleteShader(vertex_shader); |
| 73 glDeleteShader(fragment_shader); |
| 74 glLinkProgram(program); |
| 75 int result = GL_FALSE; |
| 76 glGetProgramiv(program, GL_LINK_STATUS, &result); |
| 77 if (!result) { |
| 78 char log[kErrorSize]; |
| 79 int len; |
| 80 glGetProgramInfoLog(program, kErrorSize - 1, &len, log); |
| 81 log[kErrorSize - 1] = 0; |
| 82 printf("Program did not link: %s\n", log); |
| 83 } |
| 84 glUseProgram(program); |
| 85 |
| 86 // Set common vertex parameters. |
| 87 int pos_location = glGetAttribLocation(program, "in_pos"); |
| 88 glEnableVertexAttribArray(pos_location); |
| 89 glVertexAttribPointer(pos_location, 2, GL_FLOAT, GL_FALSE, 0, kVertices); |
| 90 |
| 91 int tc_location = glGetAttribLocation(program, "in_tc"); |
| 92 glEnableVertexAttribArray(tc_location); |
| 93 glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0, |
| 94 kTextureCoords); |
| 95 return program; |
| 96 } |
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