Index: gpu/demos/compressed_textures/compressed_textures.cc |
diff --git a/gpu/demos/compressed_textures/compressed_textures.cc b/gpu/demos/compressed_textures/compressed_textures.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..a970718ba2258f36a9b864938c43133fa2498c3f |
--- /dev/null |
+++ b/gpu/demos/compressed_textures/compressed_textures.cc |
@@ -0,0 +1,433 @@ |
+// Copyright (c) 2011 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 <GLES2/gl2.h> |
+#include <GLES2/gl2ext.h> |
+#include <math.h> |
+#include <stdio.h> |
+#include <string> |
+ |
+// Some tests for compressed textures. |
+#include "gpu/demos/framework/demo_factory.h" |
+#include "gpu/demos/gles2_book/example.h" |
+ |
+namespace gpu { |
+namespace demos { |
+ |
+namespace { |
+ |
+int g_frameCount = 0; |
+int g_textureIndex = 0; |
+int g_numTextures = 1; |
+GLuint g_textures[5]; |
+int g_textureLoc = -1; |
+GLuint g_programObject = 0; |
+GLuint g_worldMatrixLoc = 0; |
+GLuint g_vbo = 0; |
+GLsizei g_texCoordOffset = 0; |
+int g_angle = 0; |
+ |
+void CheckGLError(const char* func_name, int line_no) { |
+#ifndef NDEBUG |
+ GLenum error = GL_NO_ERROR; |
+ while ((error = glGetError()) != GL_NO_ERROR) { |
+ fprintf(stderr, "GL ERROR in %s at line %d : 0x%04x\n", |
+ func_name, line_no, error); |
+ } |
+#endif |
+} |
+ |
+GLuint LoadShader(GLenum type, const char* shaderSrc) { |
+ CheckGLError("LoadShader", __LINE__); |
+ GLuint shader = glCreateShader(type); |
+ if (shader == 0) { |
+ return 0; |
+ } |
+ // Load the shader source |
+ glShaderSource(shader, 1, &shaderSrc, NULL); |
+ // Compile the shader |
+ glCompileShader(shader); |
+ // Check the compile status |
+ GLint value = 0; |
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &value); |
+ if (value == 0) { |
+ char buffer[1024]; |
+ GLsizei length = 0; |
+ glGetShaderInfoLog(shader, sizeof(buffer), &length, buffer); |
+ std::string log(buffer, length); |
+ fprintf(stderr, "Error compiling shader: %s\n", log.c_str()); |
+ glDeleteShader(shader); |
+ return 0; |
+ } |
+ return shader; |
+} |
+ |
+void InitShaders() { |
+ static const char* vShaderStr = |
+ "uniform mat4 worldMatrix;\n" |
+ "attribute vec3 g_Position;\n" |
+ "attribute vec2 g_TexCoord0;\n" |
+ "varying vec2 texCoord;\n" |
+ "void main()\n" |
+ "{\n" |
+ " gl_Position = worldMatrix *\n" |
+ " vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);\n" |
+ " texCoord = g_TexCoord0;\n" |
+ "}\n"; |
+ static const char* fShaderStr = |
+ "precision mediump float;" |
+ "uniform sampler2D tex;\n" |
+ "varying vec2 texCoord;\n" |
+ "void main()\n" |
+ "{\n" |
+ " gl_FragColor = texture2D(tex, texCoord);\n" |
+ "}\n"; |
+ |
+ CheckGLError("InitShaders", __LINE__); |
+ GLuint vertexShader = LoadShader(GL_VERTEX_SHADER, vShaderStr); |
+ GLuint fragmentShader = LoadShader(GL_FRAGMENT_SHADER, fShaderStr); |
+ // Create the program object |
+ GLuint programObject = glCreateProgram(); |
+ if (programObject == 0) { |
+ fprintf(stderr, "Creating program failed\n"); |
+ return; |
+ } |
+ glAttachShader(programObject, vertexShader); |
+ glAttachShader(programObject, fragmentShader); |
+ // Bind g_Position to attribute 0 |
+ // Bind g_TexCoord0 to attribute 1 |
+ glBindAttribLocation(programObject, 0, "g_Position"); |
+ glBindAttribLocation(programObject, 1, "g_TexCoord0"); |
+ // Link the program |
+ glLinkProgram(programObject); |
+ // Check the link status |
+ GLint linked = 0; |
+ glGetProgramiv(programObject, GL_LINK_STATUS, &linked); |
+ if (linked == 0) { |
+ char buffer[1024]; |
+ GLsizei length = 0; |
+ glGetProgramInfoLog(programObject, sizeof(buffer), &length, buffer); |
+ std::string log(buffer, length); |
+ fprintf(stderr, "Error linking program: %s\n", log.c_str()); |
+ glDeleteProgram(programObject); |
+ return; |
+ } |
+ g_programObject = programObject; |
+ g_worldMatrixLoc = glGetUniformLocation(g_programObject, "worldMatrix"); |
+ g_textureLoc = glGetUniformLocation(g_programObject, "tex"); |
+ glGenBuffers(1, &g_vbo); |
+ glBindBuffer(GL_ARRAY_BUFFER, g_vbo); |
+ static float vertices[] = { |
+ 0.25, 0.75, 0.0, |
+ -0.75, 0.75, 0.0, |
+ -0.75, -0.25, 0.0, |
+ 0.25, 0.75, 0.0, |
+ -0.75, -0.25, 0.0, |
+ 0.25, -0.25, 0.0, |
+ }; |
+ static float texCoords[] = { |
+ 1.0, 1.0, |
+ 0.0, 1.0, |
+ 0.0, 0.0, |
+ 1.0, 1.0, |
+ 0.0, 0.0, |
+ 1.0, 0.0, |
+ }; |
+ g_texCoordOffset = sizeof(vertices); |
+ glBufferData(GL_ARRAY_BUFFER, |
+ sizeof(vertices) + sizeof(texCoords), |
+ NULL, |
+ GL_STATIC_DRAW); |
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); |
+ glBufferSubData(GL_ARRAY_BUFFER, g_texCoordOffset, |
+ sizeof(texCoords), texCoords); |
+ CheckGLError("InitShaders", __LINE__); |
+} |
+ |
+GLuint CreateCheckerboardTexture() { |
+ CheckGLError("CreateCheckerboardTexture", __LINE__); |
+ static unsigned char pixels[] = { |
+ 255, 255, 255, |
+ 0, 0, 0, |
+ 0, 0, 0, |
+ 255, 255, 255, |
+ }; |
+ GLuint texture; |
+ glGenTextures(1, &texture); |
+ glBindTexture(GL_TEXTURE_2D, texture); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, |
+ pixels); |
+ CheckGLError("CreateCheckerboardTexture", __LINE__); |
+ return texture; |
+} |
+ |
+GLuint CreateCompressedTexture( |
+ const void* data, |
+ GLsizeiptr size, |
+ GLenum format, |
+ GLint width, |
+ GLint height) { |
+ GLuint texture; |
+ glGenTextures(1, &texture); |
+ glBindTexture(GL_TEXTURE_2D, texture); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
+ glCompressedTexImage2D( |
+ GL_TEXTURE_2D, 0, format, width, height, 0, size, data); |
+ CheckGLError("CreateCompressedTxture", __LINE__); |
+ return texture; |
+} |
+ |
+GLuint LoadDXT1RGBTexture() { |
+ static unsigned char data[] = { |
+ 0x00, 0xd0, 0x00, 0xef, 0x00, 0xaa, 0x95, 0xd5, |
+ 0x00, 0x90, 0x57, 0xff, 0x00, 0xaa, 0xff, 0x55, |
+ 0x00, 0x88, 0x99, 0xff, 0x00, 0xaa, 0xff, 0x55, |
+ 0x20, 0xb8, 0xe4, 0xf6, 0x00, 0xaa, 0x5b, 0x5d, |
+ 0x21, 0x09, 0xe6, 0x27, 0x15, 0x15, 0x15, 0x15, |
+ 0xd7, 0xbd, 0xff, 0xff, 0x56, 0x16, 0x16, 0x56, |
+ 0x00, 0x00, 0xff, 0xff, 0x55, 0x00, 0x00, 0x55, |
+ 0xe0, 0x08, 0xa9, 0x2f, 0x51, 0x58, 0x56, 0x54, |
+ 0xff, 0x07, 0x15, 0x09, 0x40, 0x6a, 0xd5, 0xd5, |
+ 0xd7, 0xbd, 0xff, 0xff, 0x56, 0x16, 0x16, 0x16, |
+ 0x91, 0x08, 0xff, 0xff, 0x55, 0xff, 0x00, 0x03, |
+ 0xfe, 0x07, 0x5b, 0x09, 0x01, 0xa9, 0x55, 0xff, |
+ 0x0d, 0x10, 0x18, 0xe8, 0xea, 0x15, 0x95, 0x55, |
+ 0x08, 0x88, 0x3c, 0xe7, 0x55, 0x55, 0xff, 0x00, |
+ 0x10, 0x20, 0x18, 0xe8, 0xa8, 0x54, 0x56, 0x55, |
+ 0x1f, 0x78, 0x15, 0xf8, 0x00, 0xaa, 0x55, 0x55, |
+ }; |
+ return CreateCompressedTexture( |
+ data, sizeof(data), GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 16, 16); |
+} |
+ |
+GLuint LoadDXT1RGBATexture() { |
+ static unsigned char data[] = { |
+ 0xff, 0xff, 0x90, 0xee, 0x00, 0xaa, 0xff, 0x55, |
+ 0x53, 0xde, 0xdd, 0xff, 0x55, 0x55, 0x00, 0xff, |
+ 0xc9, 0xb4, 0xdd, 0xff, 0x55, 0x55, 0xaa, 0xff, |
+ 0x6f, 0xee, 0xdd, 0xff, 0x55, 0x55, 0xa8, 0x03, |
+ 0x60, 0xa3, 0xa5, 0xe5, 0x55, 0x55, 0xaa, 0x00, |
+ 0x00, 0x00, 0x01, 0x00, 0xff, 0xff, 0xff, 0xff, |
+ 0x80, 0xab, 0xc2, 0xc4, 0xff, 0x55, 0xaa, 0xff, |
+ 0x60, 0x9b, 0xa5, 0xe5, 0x57, 0x56, 0xaa, 0x00, |
+ 0x1f, 0xbf, 0xff, 0xf7, 0x55, 0x55, 0xaa, 0x00, |
+ 0x00, 0x00, 0x01, 0x00, 0xff, 0xff, 0xff, 0xff, |
+ 0xfe, 0xbe, 0x7e, 0xdf, 0xff, 0xaa, 0x55, 0x00, |
+ 0xfe, 0xbe, 0xff, 0xf7, 0x54, 0x56, 0xaa, 0x00, |
+ 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00, |
+ 0xbb, 0x2c, 0x98, 0x54, 0xff, 0xff, 0x55, 0xaa, |
+ 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00, |
+ 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00, |
+ }; |
+ return CreateCompressedTexture( |
+ data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 16, 16); |
+} |
+ |
+GLuint LoadDXT3RGBATexture() { |
+ static unsigned char data[] = { |
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, |
+ 0xa3, 0x22, 0x03, 0x03, 0x55, 0xff, 0xaa, 0x00, |
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, |
+ 0xcf, 0x7c, 0xc3, 0x12, 0x55, 0x55, 0x55, 0x54, |
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, |
+ 0x83, 0x1a, 0x03, 0x03, 0x55, 0xff, 0x00, 0x00, |
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xf0, 0xff, |
+ 0xcf, 0x7c, 0xc3, 0x12, 0x55, 0x55, 0x55, 0x54, |
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, |
+ 0xc3, 0x59, 0x63, 0x32, 0x55, 0xff, 0xaa, 0x00, |
+ 0x00, 0x00, 0x00, 0x40, 0x00, 0x40, 0x00, 0x00, |
+ 0x8f, 0x94, 0x03, 0x4a, 0x54, 0x94, 0x94, 0x54, |
+ 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, |
+ 0xa3, 0x59, 0x43, 0x2a, 0x55, 0xff, 0xaa, 0x00, |
+ 0xf0, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff, |
+ 0xaf, 0x84, 0x03, 0x42, 0x54, 0x55, 0x55, 0x55, |
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, |
+ 0xc3, 0xa0, 0x83, 0x71, 0x55, 0xff, 0xaa, 0x00, |
+ 0x00, 0x00, 0x00, 0x40, 0x00, 0x40, 0x00, 0x40, |
+ 0x0f, 0xb4, 0x43, 0x81, 0x54, 0x94, 0x94, 0x94, |
+ 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, |
+ 0xc3, 0xa0, 0x83, 0x69, 0x55, 0xff, 0xaa, 0x00, |
+ 0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, |
+ 0xc3, 0xa0, 0x83, 0x69, 0x55, 0xfd, 0xaa, 0x00, |
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, |
+ 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00, |
+ 0x00, 0x40, 0x00, 0x40, 0xff, 0xff, 0xff, 0xff, |
+ 0xf0, 0xc3, 0x43, 0xc0, 0x94, 0x94, 0x55, 0x55, |
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, |
+ 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00, |
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, |
+ 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00, |
+ }; |
+ return CreateCompressedTexture( |
+ data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 16, 16); |
+} |
+ |
+GLuint LoadDXT5RGBATexture() { |
+ static unsigned char data[] = { |
+ 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, |
+ 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d, |
+ 0x04, 0xfb, 0xff, 0xff, 0xff, 0x49, 0x02, 0xdb, |
+ 0x97, 0xf6, 0x32, 0xcd, 0xc0, 0xc0, 0x7b, 0xc0, |
+ 0xfb, 0xff, 0x49, 0x92, 0x24, 0x00, 0x60, 0xdb, |
+ 0x11, 0xcd, 0x67, 0x82, 0x78, 0x78, 0x5e, 0x78, |
+ 0x04, 0xfb, 0xff, 0xff, 0xff, 0xf9, 0x8f, 0xff, |
+ 0x2e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x14, |
+ 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, |
+ 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d, |
+ 0x04, 0x43, 0xb0, 0x0d, 0x3b, 0xb0, 0x03, 0xdb, |
+ 0xb8, 0xf6, 0xd5, 0xd5, 0x60, 0x60, 0x60, 0x60, |
+ 0xfb, 0x00, 0x49, 0x02, 0x00, 0x00, 0x90, 0x24, |
+ 0xb0, 0xbc, 0x26, 0x7a, 0x78, 0x78, 0x78, 0x78, |
+ 0x04, 0xf7, 0xf8, 0x9f, 0xff, 0xf9, 0x9f, 0xff, |
+ 0x0e, 0xac, 0x83, 0x69, 0x34, 0x35, 0x35, 0x35, |
+ 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, |
+ 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d, |
+ 0x04, 0x43, 0xb0, 0x0d, 0x3b, 0xb0, 0x03, 0x3b, |
+ 0xb8, 0xf6, 0xd5, 0xd5, 0x60, 0x60, 0x60, 0x60, |
+ 0xfb, 0xff, 0xb6, 0x0d, 0x00, 0x49, 0x92, 0x24, |
+ 0x11, 0xcd, 0x67, 0x82, 0x78, 0x5e, 0x78, 0x78, |
+ 0xea, 0xff, 0x4a, 0xd2, 0x24, 0x49, 0x92, 0x24, |
+ 0x0e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x15, |
+ 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, |
+ 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d, |
+ 0xfd, 0x00, 0x49, 0x9c, 0xc4, 0x00, 0x00, 0x00, |
+ 0xb8, 0xf6, 0x53, 0xcd, 0xe0, 0xe0, 0x7f, 0xe0, |
+ 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, |
+ 0xf1, 0xcc, 0x46, 0x82, 0x78, 0x78, 0x78, 0x78, |
+ 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, |
+ 0x0e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x15, |
+ }; |
+ return CreateCompressedTexture( |
+ data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 16, 16); |
+} |
+ |
+} // anonymous namespace. |
+ |
+static int stInit(ESContext *esContext) { |
+ CheckGLError("GLFromCPPInit", __LINE__); |
+ g_textures[0] = CreateCheckerboardTexture(); |
+ glClearColor(0.f, 0.f, .7f, 1.f); |
+ const char* extensions = |
+ reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)); |
+ if (strstr(extensions, "GL_EXT_texture_compression_dxt1")) { |
+ g_textures[g_numTextures++] = LoadDXT1RGBTexture(); |
+ g_textures[g_numTextures++] = LoadDXT1RGBATexture(); |
+ } |
+ if (strstr(extensions, "GL_CHROMIUM_texture_compression_dxt3")) { |
+ g_textures[g_numTextures++] = LoadDXT3RGBATexture(); |
+ } |
+ if (strstr(extensions, "GL_CHROMIUM_texture_compression_dxt5")) { |
+ g_textures[g_numTextures++] = LoadDXT5RGBATexture(); |
+ } |
+ InitShaders(); |
+ CheckGLError("GLFromCPPInit", __LINE__); |
+ return 1; |
+} |
+ |
+static void stDraw (ESContext *esContext) { |
+ const float kPi = 3.1415926535897932384626433832795f; |
+ |
+ CheckGLError("GLFromCPPDraw", __LINE__); |
+ // TODO(kbr): base the angle on time rather than on ticks |
+ g_angle = (g_angle + 1) % 360; |
+ // Rotate about the Z axis |
+ GLfloat rot_matrix[16]; |
+ GLfloat cos_angle = cosf(static_cast<GLfloat>(g_angle) * kPi / 180.0f); |
+ GLfloat sin_angle = sinf(static_cast<GLfloat>(g_angle) * kPi / 180.0f); |
+ // OpenGL matrices are column-major |
+ rot_matrix[0] = cos_angle; |
+ rot_matrix[1] = sin_angle; |
+ rot_matrix[2] = 0.0f; |
+ rot_matrix[3] = 0.0f; |
+ |
+ rot_matrix[4] = -sin_angle; |
+ rot_matrix[5] = cos_angle; |
+ rot_matrix[6] = 0.0f; |
+ rot_matrix[7] = 0.0f; |
+ |
+ rot_matrix[8] = 0.0f; |
+ rot_matrix[9] = 0.0f; |
+ rot_matrix[10] = 1.0f; |
+ rot_matrix[11] = 0.0f; |
+ |
+ rot_matrix[12] = 0.0f; |
+ rot_matrix[13] = 0.0f; |
+ rot_matrix[14] = 0.0f; |
+ rot_matrix[15] = 1.0f; |
+ |
+ g_frameCount++; |
+ if (g_frameCount > 60) |
+ { |
+ g_frameCount = 0; |
+ g_textureIndex = (g_textureIndex + 1) % g_numTextures; |
+ } |
+ |
+ // Note: the viewport is automatically set up to cover the entire Canvas. |
+ // Clear the color buffer |
+ glClear(GL_COLOR_BUFFER_BIT); |
+ glEnable(GL_BLEND); |
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
+ CheckGLError("GLFromCPPDraw", __LINE__); |
+ // Use the program object |
+ glUseProgram(g_programObject); |
+ CheckGLError("GLFromCPPDraw", __LINE__); |
+ // Set up the model matrix |
+ glUniformMatrix4fv(g_worldMatrixLoc, 1, GL_FALSE, rot_matrix); |
+ |
+ // Load the vertex data |
+ glBindBuffer(GL_ARRAY_BUFFER, g_vbo); |
+ glEnableVertexAttribArray(0); |
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); |
+ glEnableVertexAttribArray(1); |
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, |
+ reinterpret_cast<const void*>(g_texCoordOffset)); |
+ CheckGLError("GLFromCPPDraw", __LINE__); |
+ // Bind the texture to texture unit 0 |
+ glBindTexture(GL_TEXTURE_2D, g_textures[g_textureIndex]); |
+ CheckGLError("GLFromCPPDraw", __LINE__); |
+ // Point the uniform sampler to texture unit 0 |
+ glUniform1i(g_textureLoc, 0); |
+ CheckGLError("GLFromCPPDraw", __LINE__); |
+ glDrawArrays(GL_TRIANGLES, 0, 6); |
+ CheckGLError("GLFromCPPDraw", __LINE__); |
+ glFlush(); |
+} |
+ |
+static void stShutDown (ESContext *esContext) { |
+} |
+ |
+struct STUserData { |
+ int dummy; |
+}; |
+ |
+class CompressedTextureTest : public gles2_book::Example<STUserData> { |
+ public: |
+ CompressedTextureTest() { |
+ RegisterCallbacks(stInit, NULL, stDraw, stShutDown); |
+ } |
+ |
+ const wchar_t* Title() const { |
+ return L"Compressed Texture Test"; |
+ } |
+ |
+ bool IsAnimated() { |
+ return true; |
+ } |
+}; |
+ |
+Demo* CreateDemo() { |
+ return new CompressedTextureTest(); |
+} |
+ |
+} // namespace demos |
+} // namespace gpu |
+ |
+ |