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Issue 5305005: Initialize destinations variables before calling GL functions... (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: '' Created 10 years, 1 month ago
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1 // Copyright (c) 2009 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2009 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 // This file is here so other GLES2 related files can have a common set of 5 // This file is here so other GLES2 related files can have a common set of
6 // includes where appropriate. 6 // includes where appropriate.
7 7
8 #include "../client/gles2_demo_cc.h" 8 #include "../client/gles2_demo_cc.h"
9 #include "../common/logging.h" 9 #include "../common/logging.h"
10 10
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40 CheckGLError("LoadShader", __LINE__); 40 CheckGLError("LoadShader", __LINE__);
41 GLuint shader = glCreateShader(type); 41 GLuint shader = glCreateShader(type);
42 if (shader == 0) { 42 if (shader == 0) {
43 return 0; 43 return 0;
44 } 44 }
45 // Load the shader source 45 // Load the shader source
46 glShaderSource(shader, 1, &shaderSrc, NULL); 46 glShaderSource(shader, 1, &shaderSrc, NULL);
47 // Compile the shader 47 // Compile the shader
48 glCompileShader(shader); 48 glCompileShader(shader);
49 // Check the compile status 49 // Check the compile status
50 GLint value; 50 GLint value = 0;
51 glGetShaderiv(shader, GL_COMPILE_STATUS, &value); 51 glGetShaderiv(shader, GL_COMPILE_STATUS, &value);
52 if (value == 0) { 52 if (value == 0) {
53 char buffer[1024]; 53 char buffer[1024];
54 GLsizei length = 0; 54 GLsizei length = 0;
55 glGetShaderInfoLog(shader, sizeof(buffer), &length, buffer); 55 glGetShaderInfoLog(shader, sizeof(buffer), &length, buffer);
56 std::string log(buffer, length); 56 std::string log(buffer, length);
57 GPU_DLOG(gpu::ERROR) << "Error compiling shader:" << log; 57 GPU_DLOG(gpu::ERROR) << "Error compiling shader:" << log;
58 glDeleteShader(shader); 58 glDeleteShader(shader);
59 return 0; 59 return 0;
60 } 60 }
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93 } 93 }
94 glAttachShader(programObject, vertexShader); 94 glAttachShader(programObject, vertexShader);
95 glAttachShader(programObject, fragmentShader); 95 glAttachShader(programObject, fragmentShader);
96 // Bind g_Position to attribute 0 96 // Bind g_Position to attribute 0
97 // Bind g_TexCoord0 to attribute 1 97 // Bind g_TexCoord0 to attribute 1
98 glBindAttribLocation(programObject, 0, "g_Position"); 98 glBindAttribLocation(programObject, 0, "g_Position");
99 glBindAttribLocation(programObject, 1, "g_TexCoord0"); 99 glBindAttribLocation(programObject, 1, "g_TexCoord0");
100 // Link the program 100 // Link the program
101 glLinkProgram(programObject); 101 glLinkProgram(programObject);
102 // Check the link status 102 // Check the link status
103 GLint linked; 103 GLint linked = 0;
104 glGetProgramiv(programObject, GL_LINK_STATUS, &linked); 104 glGetProgramiv(programObject, GL_LINK_STATUS, &linked);
105 if (linked == 0) { 105 if (linked == 0) {
106 char buffer[1024]; 106 char buffer[1024];
107 GLsizei length = 0; 107 GLsizei length = 0;
108 glGetProgramInfoLog(programObject, sizeof(buffer), &length, buffer); 108 glGetProgramInfoLog(programObject, sizeof(buffer), &length, buffer);
109 std::string log(buffer, length); 109 std::string log(buffer, length);
110 GPU_DLOG(gpu::ERROR) << "Error linking program:" << log; 110 GPU_DLOG(gpu::ERROR) << "Error linking program:" << log;
111 glDeleteProgram(programObject); 111 glDeleteProgram(programObject);
112 return; 112 return;
113 } 113 }
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227 // Bind the texture to texture unit 0 227 // Bind the texture to texture unit 0
228 glBindTexture(GL_TEXTURE_2D, g_texture); 228 glBindTexture(GL_TEXTURE_2D, g_texture);
229 CheckGLError("GLFromCPPDraw", __LINE__); 229 CheckGLError("GLFromCPPDraw", __LINE__);
230 // Point the uniform sampler to texture unit 0 230 // Point the uniform sampler to texture unit 0
231 glUniform1i(g_textureLoc, 0); 231 glUniform1i(g_textureLoc, 0);
232 CheckGLError("GLFromCPPDraw", __LINE__); 232 CheckGLError("GLFromCPPDraw", __LINE__);
233 glDrawArrays(GL_TRIANGLES, 0, 6); 233 glDrawArrays(GL_TRIANGLES, 0, 6);
234 CheckGLError("GLFromCPPDraw", __LINE__); 234 CheckGLError("GLFromCPPDraw", __LINE__);
235 glFlush(); 235 glFlush();
236 } 236 }
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