Index: media/tools/shader_bench/gpu_painter.cc |
diff --git a/media/tools/shader_bench/gpu_painter.cc b/media/tools/shader_bench/gpu_painter.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..c1fe5ae5290a2e4c5afbea23c72a19dba6cff5cf |
--- /dev/null |
+++ b/media/tools/shader_bench/gpu_painter.cc |
@@ -0,0 +1,89 @@ |
+// Copyright (c) 2010 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+#include "base/logging.h" |
+#include "media/tools/shader_bench/gpu_painter.h" |
+ |
+// Vertices for a full screen quad. |
+static const float kVertices[8] = { |
+ -1.f, 1.f, |
+ -1.f, -1.f, |
+ 1.f, 1.f, |
+ 1.f, -1.f, |
+}; |
+ |
+// Texture Coordinates mapping the entire texture. |
+static const float kTextureCoords[8] = { |
+ 0, 0, |
+ 0, 1, |
+ 1, 0, |
+ 1, 1, |
+}; |
+ |
+// Buffer size for compile errors. |
+static const unsigned int kErrorSize = 4096; |
+ |
+GPUPainter::GPUPainter() |
+ : context_(NULL) { |
+} |
+ |
+GPUPainter::~GPUPainter() { |
+} |
+ |
+void GPUPainter::SetGLContext(gfx::GLContext* context) { |
+ context_ = context; |
+} |
+ |
+GLuint GPUPainter::LoadShader(unsigned type, const char* shader_source) { |
+ GLuint shader = glCreateShader(type); |
+ glShaderSource(shader, 1, &shader_source, NULL); |
+ glCompileShader(shader); |
+ int result = GL_FALSE; |
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &result); |
+ if (!result) { |
+ char log[kErrorSize]; |
+ int len; |
+ glGetShaderInfoLog(shader, kErrorSize - 1, &len, log); |
+ log[kErrorSize - 1] = 0; |
+ LOG(FATAL) << "Shader did not compile: " << log; |
+ } |
+ return shader; |
+} |
+ |
+GLuint GPUPainter::CreateShaderProgram(const char* vertex_shader_source, |
+ const char* fragment_shader_source) { |
+ |
+ // Create vertex and pixel shaders. |
+ GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER, vertex_shader_source); |
+ GLuint fragment_shader = |
+ LoadShader(GL_FRAGMENT_SHADER, fragment_shader_source); |
+ |
+ // Create program and attach shaders. |
+ GLuint program = glCreateProgram(); |
+ glAttachShader(program, vertex_shader); |
+ glAttachShader(program, fragment_shader); |
+ glDeleteShader(vertex_shader); |
+ glDeleteShader(fragment_shader); |
+ glLinkProgram(program); |
+ int result = GL_FALSE; |
+ glGetProgramiv(program, GL_LINK_STATUS, &result); |
+ if (!result) { |
+ char log[kErrorSize]; |
+ int len; |
+ glGetProgramInfoLog(program, kErrorSize - 1, &len, log); |
+ log[kErrorSize - 1] = 0; |
+ LOG(FATAL) << "Program did not link: " << log; |
+ } |
+ glUseProgram(program); |
+ |
+ // Set common vertex parameters. |
+ int pos_location = glGetAttribLocation(program, "in_pos"); |
+ glEnableVertexAttribArray(pos_location); |
+ glVertexAttribPointer(pos_location, 2, GL_FLOAT, GL_FALSE, 0, kVertices); |
+ |
+ int tc_location = glGetAttribLocation(program, "in_tc"); |
+ glEnableVertexAttribArray(tc_location); |
+ glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0, kTextureCoords); |
+ return program; |
+} |