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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 = 0; | 50 GLint value; |
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 = 0; | 103 GLint linked; |
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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