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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 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): Does this need to be called at the start of every public method? | |
|
abarth-chromium
2013/12/11 06:24:22
Probably not. We only support on GL context right
Aaron Boodman
2013/12/11 07:17:06
But if we had multiple contexts, we would need to
| |
| 74 // If so, perhaps we should have the JS API be something like: | |
| 75 // context.with(function() { | |
| 76 // }); | |
| 77 MojoGLES2MakeCurrent(encoded_); | |
| 78 } | |
| 79 | |
| 80 } // namespace gl | |
| 81 } // namespace js | |
| 82 } // namespace mojo | |
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