| Index: mojo/apps/js/bindings/gl/context.cc
|
| diff --git a/mojo/apps/js/bindings/gl/context.cc b/mojo/apps/js/bindings/gl/context.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..27622a73d71f179cfa9406495c458499d7a53109
|
| --- /dev/null
|
| +++ b/mojo/apps/js/bindings/gl/context.cc
|
| @@ -0,0 +1,80 @@
|
| +// Copyright 2013 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 "mojo/apps/js/bindings/gl/context.h"
|
| +
|
| +#include <GLES2/gl2.h>
|
| +
|
| +#include "gin/arguments.h"
|
| +#include "gin/object_template_builder.h"
|
| +#include "gin/per_isolate_data.h"
|
| +#include "mojo/public/gles2/gles2.h"
|
| +
|
| +namespace mojo {
|
| +namespace js {
|
| +namespace gl {
|
| +
|
| +gin::WrapperInfo Context::kWrapperInfo = { gin::kEmbedderNativeGin };
|
| +
|
| +gin::Handle<Context> Context::Create(v8::Isolate* isolate, uint64_t encoded,
|
| + int width, int height) {
|
| + return gin::CreateHandle(isolate, new Context(encoded, width, height));
|
| +}
|
| +
|
| +v8::Handle<v8::ObjectTemplate> Context::GetObjectTemplate(
|
| + v8::Isolate* isolate) {
|
| + gin::PerIsolateData* data = gin::PerIsolateData::From(isolate);
|
| + v8::Local<v8::ObjectTemplate> templ = data->GetObjectTemplate(&kWrapperInfo);
|
| + if (templ.IsEmpty()) {
|
| + templ = gin::ObjectTemplateBuilder(isolate)
|
| + .SetValue("VERTEX_SHADER", GL_VERTEX_SHADER)
|
| + .SetMethod("createShader", CreateShader)
|
| + .SetMethod("shaderSource", ShaderSource)
|
| + .SetMethod("compileShader", CompileShader)
|
| + .Build();
|
| + templ->SetInternalFieldCount(gin::kNumberOfInternalFields);
|
| + data->SetObjectTemplate(&kWrapperInfo, templ);
|
| + }
|
| + return templ;
|
| +}
|
| +
|
| +gin::Handle<Shader> Context::CreateShader(const gin::Arguments& args,
|
| + GLenum type) {
|
| + gin::Handle<Shader> result;
|
| + GLuint glshader = glCreateShader(type);
|
| + if (glshader != 0u) {
|
| + result = Opaque::Create(args.isolate(), glshader);
|
| + }
|
| + return result;
|
| +}
|
| +
|
| +void Context::ShaderSource(gin::Handle<Shader> shader,
|
| + const std::string& source) {
|
| + const char* source_chars = source.c_str();
|
| + glShaderSource(shader->value(), 1, &source_chars, NULL);
|
| +}
|
| +
|
| +void Context::CompileShader(const gin::Arguments& args,
|
| + gin::Handle<Shader> shader) {
|
| + glCompileShader(shader->value());
|
| + GLint compiled = 0;
|
| + glGetShaderiv(shader->value(), GL_COMPILE_STATUS, &compiled);
|
| + if (!compiled) {
|
| + // Or should |shader| do it when it is destroyed?
|
| + glDeleteShader(shader->value());
|
| + args.ThrowTypeError("Could not compile shader");
|
| + return;
|
| + }
|
| +}
|
| +
|
| +Context::Context(uint64_t encoded, int width, int height)
|
| + : encoded_(encoded) {
|
| + // TODO(aa): When we want to support multiple contexts, we should add
|
| + // Context::MakeCurrent() for developers to switch between them.
|
| + MojoGLES2MakeCurrent(encoded_);
|
| +}
|
| +
|
| +} // namespace gl
|
| +} // namespace js
|
| +} // namespace mojo
|
|
|