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| 1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 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 #ifndef ProgramBinding_h | 5 #ifndef ProgramBinding_h |
| 6 #define ProgramBinding_h | 6 #define ProgramBinding_h |
| 7 | 7 |
| 8 #if USE(ACCELERATED_COMPOSITING) | 8 #if USE(ACCELERATED_COMPOSITING) |
| 9 | 9 |
| 10 #include <string> | 10 #include <string> |
| 11 | 11 |
| 12 #include "base/logging.h" |
| 13 |
| 12 namespace WebKit { | 14 namespace WebKit { |
| 13 class WebGraphicsContext3D; | 15 class WebGraphicsContext3D; |
| 14 } | 16 } |
| 15 | 17 |
| 16 namespace cc { | 18 namespace cc { |
| 17 | 19 |
| 18 class ProgramBindingBase { | 20 class ProgramBindingBase { |
| 19 public: | 21 public: |
| 20 ProgramBindingBase(); | 22 ProgramBindingBase(); |
| 21 ~ProgramBindingBase(); | 23 ~ProgramBindingBase(); |
| 22 | 24 |
| 23 void init(WebKit::WebGraphicsContext3D*, const std::string& vertexShader, co
nst std::string& fragmentShader); | 25 void init(WebKit::WebGraphicsContext3D*, const std::string& vertexShader, co
nst std::string& fragmentShader); |
| 24 void link(WebKit::WebGraphicsContext3D*); | 26 void link(WebKit::WebGraphicsContext3D*); |
| 25 void cleanup(WebKit::WebGraphicsContext3D*); | 27 void cleanup(WebKit::WebGraphicsContext3D*); |
| 26 | 28 |
| 27 unsigned program() const { ASSERT(m_initialized); return m_program; } | 29 unsigned program() const { DCHECK(m_initialized); return m_program; } |
| 28 bool initialized() const { return m_initialized; } | 30 bool initialized() const { return m_initialized; } |
| 29 | 31 |
| 30 protected: | 32 protected: |
| 31 | 33 |
| 32 unsigned loadShader(WebKit::WebGraphicsContext3D*, unsigned type, const std:
:string& shaderSource); | 34 unsigned loadShader(WebKit::WebGraphicsContext3D*, unsigned type, const std:
:string& shaderSource); |
| 33 unsigned createShaderProgram(WebKit::WebGraphicsContext3D*, unsigned vertexS
hader, unsigned fragmentShader); | 35 unsigned createShaderProgram(WebKit::WebGraphicsContext3D*, unsigned vertexS
hader, unsigned fragmentShader); |
| 34 void cleanupShaders(WebKit::WebGraphicsContext3D*); | 36 void cleanupShaders(WebKit::WebGraphicsContext3D*); |
| 35 | 37 |
| 36 unsigned m_program; | 38 unsigned m_program; |
| 37 unsigned m_vertexShaderId; | 39 unsigned m_vertexShaderId; |
| 38 unsigned m_fragmentShaderId; | 40 unsigned m_fragmentShaderId; |
| 39 bool m_initialized; | 41 bool m_initialized; |
| 40 }; | 42 }; |
| 41 | 43 |
| 42 template<class VertexShader, class FragmentShader> | 44 template<class VertexShader, class FragmentShader> |
| 43 class ProgramBinding : public ProgramBindingBase { | 45 class ProgramBinding : public ProgramBindingBase { |
| 44 public: | 46 public: |
| 45 explicit ProgramBinding(WebKit::WebGraphicsContext3D* context) | 47 explicit ProgramBinding(WebKit::WebGraphicsContext3D* context) |
| 46 { | 48 { |
| 47 ProgramBindingBase::init(context, m_vertexShader.getShaderString(), m_fr
agmentShader.getShaderString()); | 49 ProgramBindingBase::init(context, m_vertexShader.getShaderString(), m_fr
agmentShader.getShaderString()); |
| 48 } | 50 } |
| 49 | 51 |
| 50 void initialize(WebKit::WebGraphicsContext3D* context, bool usingBindUniform
) | 52 void initialize(WebKit::WebGraphicsContext3D* context, bool usingBindUniform
) |
| 51 { | 53 { |
| 52 ASSERT(context); | 54 DCHECK(context); |
| 53 ASSERT(m_program); | 55 DCHECK(m_program); |
| 54 ASSERT(!m_initialized); | 56 DCHECK(!m_initialized); |
| 55 | 57 |
| 56 // Need to bind uniforms before linking | 58 // Need to bind uniforms before linking |
| 57 if (!usingBindUniform) | 59 if (!usingBindUniform) |
| 58 link(context); | 60 link(context); |
| 59 | 61 |
| 60 int baseUniformIndex = 0; | 62 int baseUniformIndex = 0; |
| 61 m_vertexShader.init(context, m_program, usingBindUniform, &baseUniformIn
dex); | 63 m_vertexShader.init(context, m_program, usingBindUniform, &baseUniformIn
dex); |
| 62 m_fragmentShader.init(context, m_program, usingBindUniform, &baseUniform
Index); | 64 m_fragmentShader.init(context, m_program, usingBindUniform, &baseUniform
Index); |
| 63 | 65 |
| 64 // Link after binding uniforms | 66 // Link after binding uniforms |
| (...skipping 10 matching lines...) Expand all Loading... |
| 75 | 77 |
| 76 VertexShader m_vertexShader; | 78 VertexShader m_vertexShader; |
| 77 FragmentShader m_fragmentShader; | 79 FragmentShader m_fragmentShader; |
| 78 }; | 80 }; |
| 79 | 81 |
| 80 } // namespace cc | 82 } // namespace cc |
| 81 | 83 |
| 82 #endif // USE(ACCELERATED_COMPOSITING) | 84 #endif // USE(ACCELERATED_COMPOSITING) |
| 83 | 85 |
| 84 #endif | 86 #endif |
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