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| 1 // Copyright 2013 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. |
| 4 |
| 5 #include "mojo/apps/js/bindings/gl/context.h" |
| 6 |
| 7 #include <GLES2/gl2.h> |
| 8 |
| 9 #include "gin/arguments.h" |
| 10 #include "gin/object_template_builder.h" |
| 11 #include "gin/per_isolate_data.h" |
| 12 #include "mojo/public/gles2/gles2.h" |
| 13 |
| 14 namespace mojo { |
| 15 namespace js { |
| 16 namespace gl { |
| 17 |
| 18 gin::WrapperInfo Context::kWrapperInfo = { gin::kEmbedderNativeGin }; |
| 19 |
| 20 gin::Handle<Context> Context::Create(v8::Isolate* isolate, uint64_t encoded, |
| 21 int width, int height) { |
| 22 return gin::CreateHandle(isolate, new Context(encoded, width, height)); |
| 23 } |
| 24 |
| 25 v8::Handle<v8::ObjectTemplate> Context::GetObjectTemplate( |
| 26 v8::Isolate* isolate) { |
| 27 gin::PerIsolateData* data = gin::PerIsolateData::From(isolate); |
| 28 v8::Local<v8::ObjectTemplate> templ = data->GetObjectTemplate(&kWrapperInfo); |
| 29 if (templ.IsEmpty()) { |
| 30 templ = gin::ObjectTemplateBuilder(isolate) |
| 31 .SetValue("VERTEX_SHADER", GL_VERTEX_SHADER) |
| 32 .SetMethod("createShader", CreateShader) |
| 33 .SetMethod("shaderSource", ShaderSource) |
| 34 .SetMethod("compileShader", CompileShader) |
| 35 .Build(); |
| 36 templ->SetInternalFieldCount(gin::kNumberOfInternalFields); |
| 37 data->SetObjectTemplate(&kWrapperInfo, templ); |
| 38 } |
| 39 return templ; |
| 40 } |
| 41 |
| 42 gin::Handle<Shader> Context::CreateShader(const gin::Arguments& args, |
| 43 GLenum type) { |
| 44 gin::Handle<Shader> result; |
| 45 GLuint glshader = glCreateShader(type); |
| 46 if (glshader != 0u) { |
| 47 result = Opaque::Create(args.isolate(), glshader); |
| 48 } |
| 49 return result; |
| 50 } |
| 51 |
| 52 void Context::ShaderSource(gin::Handle<Shader> shader, |
| 53 const std::string& source) { |
| 54 const char* source_chars = source.c_str(); |
| 55 glShaderSource(shader->value(), 1, &source_chars, NULL); |
| 56 } |
| 57 |
| 58 void Context::CompileShader(const gin::Arguments& args, |
| 59 gin::Handle<Shader> shader) { |
| 60 glCompileShader(shader->value()); |
| 61 GLint compiled = 0; |
| 62 glGetShaderiv(shader->value(), GL_COMPILE_STATUS, &compiled); |
| 63 if (!compiled) { |
| 64 // Or should |shader| do it when it is destroyed? |
| 65 glDeleteShader(shader->value()); |
| 66 args.ThrowTypeError("Could not compile shader"); |
| 67 return; |
| 68 } |
| 69 } |
| 70 |
| 71 Context::Context(uint64_t encoded, int width, int height) |
| 72 : encoded_(encoded) { |
| 73 // TODO(aa): When we want to support multiple contexts, we should add |
| 74 // Context::MakeCurrent() for developers to switch between them. |
| 75 MojoGLES2MakeCurrent(encoded_); |
| 76 } |
| 77 |
| 78 } // namespace gl |
| 79 } // namespace js |
| 80 } // namespace mojo |
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