Index: cc/program_binding.cc |
diff --git a/cc/program_binding.cc b/cc/program_binding.cc |
index 094020b360046969c4c1b8382a1301d9c2a5c872..91ad34bc1ab4c60db588f4e33516234aeb9f92a8 100644 |
--- a/cc/program_binding.cc |
+++ b/cc/program_binding.cc |
@@ -27,10 +27,10 @@ ProgramBindingBase::ProgramBindingBase() |
ProgramBindingBase::~ProgramBindingBase() |
{ |
// If you hit these asserts, you initialized but forgot to call cleanup(). |
- ASSERT(!m_program); |
- ASSERT(!m_vertexShaderId); |
- ASSERT(!m_fragmentShaderId); |
- ASSERT(!m_initialized); |
+ CC_DCHECK(!m_program); |
+ CC_DCHECK(!m_vertexShaderId); |
+ CC_DCHECK(!m_fragmentShaderId); |
+ CC_DCHECK(!m_initialized); |
} |
static bool contextLost(WebGraphicsContext3D* context) |
@@ -45,7 +45,7 @@ void ProgramBindingBase::init(WebGraphicsContext3D* context, const std::string& |
m_vertexShaderId = loadShader(context, GraphicsContext3D::VERTEX_SHADER, vertexShader); |
if (!m_vertexShaderId) { |
if (!contextLost(context)) |
- LOG_ERROR("Failed to create vertex shader"); |
+ LOG(ERROR) << "Failed to create vertex shader"; |
return; |
} |
@@ -54,26 +54,25 @@ void ProgramBindingBase::init(WebGraphicsContext3D* context, const std::string& |
GLC(context, context->deleteShader(m_vertexShaderId)); |
m_vertexShaderId = 0; |
if (!contextLost(context)) |
- LOG_ERROR("Failed to create fragment shader"); |
+ LOG(ERROR) << "Failed to create fragment shader"; |
return; |
} |
m_program = createShaderProgram(context, m_vertexShaderId, m_fragmentShaderId); |
- ASSERT(m_program || contextLost(context)); |
+ CC_DCHECK(m_program || contextLost(context)); |
} |
void ProgramBindingBase::link(WebGraphicsContext3D* context) |
{ |
GLC(context, context->linkProgram(m_program)); |
cleanupShaders(context); |
-#ifndef NDEBUG |
+#if CC_DCHECK_ENABLED() |
int linked = 0; |
GLC(context, context->getProgramiv(m_program, GraphicsContext3D::LINK_STATUS, &linked)); |
if (!linked) { |
if (!contextLost(context)) |
- LOG_ERROR("Failed to link shader program"); |
+ LOG(ERROR) << "Failed to link shader program"; |
GLC(context, context->deleteProgram(m_program)); |
- return; |
} |
#endif |
} |
@@ -84,7 +83,7 @@ void ProgramBindingBase::cleanup(WebGraphicsContext3D* context) |
if (!m_program) |
return; |
- ASSERT(context); |
+ CC_DCHECK(context); |
GLC(context, context->deleteProgram(m_program)); |
m_program = 0; |
@@ -98,7 +97,7 @@ unsigned ProgramBindingBase::loadShader(WebGraphicsContext3D* context, unsigned |
return 0; |
GLC(context, context->shaderSource(shader, shaderSource.data())); |
GLC(context, context->compileShader(shader)); |
-#ifndef NDEBUG |
+#if CC_DCHECK_ENABLED() |
int compiled = 0; |
GLC(context, context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compiled)); |
if (!compiled) { |
@@ -114,7 +113,7 @@ unsigned ProgramBindingBase::createShaderProgram(WebGraphicsContext3D* context, |
unsigned programObject = context->createProgram(); |
if (!programObject) { |
if (!contextLost(context)) |
- LOG_ERROR("Failed to create shader program"); |
+ LOG(ERROR) << "Failed to create shader program"; |
return 0; |
} |