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1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2012 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 // Temporary forwarding header |
6 #define ProgramBinding_h | 6 #include "cc/program_binding.h" |
7 | |
8 #if USE(ACCELERATED_COMPOSITING) | |
9 | |
10 #include <string> | |
11 | |
12 namespace WebKit { | |
13 class WebGraphicsContext3D; | |
14 } | |
15 | |
16 namespace cc { | |
17 | |
18 class ProgramBindingBase { | |
19 public: | |
20 ProgramBindingBase(); | |
21 ~ProgramBindingBase(); | |
22 | |
23 void init(WebKit::WebGraphicsContext3D*, const std::string& vertexShader, co
nst std::string& fragmentShader); | |
24 void link(WebKit::WebGraphicsContext3D*); | |
25 void cleanup(WebKit::WebGraphicsContext3D*); | |
26 | |
27 unsigned program() const { ASSERT(m_initialized); return m_program; } | |
28 bool initialized() const { return m_initialized; } | |
29 | |
30 protected: | |
31 | |
32 unsigned loadShader(WebKit::WebGraphicsContext3D*, unsigned type, const std:
:string& shaderSource); | |
33 unsigned createShaderProgram(WebKit::WebGraphicsContext3D*, unsigned vertexS
hader, unsigned fragmentShader); | |
34 void cleanupShaders(WebKit::WebGraphicsContext3D*); | |
35 | |
36 unsigned m_program; | |
37 unsigned m_vertexShaderId; | |
38 unsigned m_fragmentShaderId; | |
39 bool m_initialized; | |
40 }; | |
41 | |
42 template<class VertexShader, class FragmentShader> | |
43 class ProgramBinding : public ProgramBindingBase { | |
44 public: | |
45 explicit ProgramBinding(WebKit::WebGraphicsContext3D* context) | |
46 { | |
47 ProgramBindingBase::init(context, m_vertexShader.getShaderString(), m_fr
agmentShader.getShaderString()); | |
48 } | |
49 | |
50 void initialize(WebKit::WebGraphicsContext3D* context, bool usingBindUniform
) | |
51 { | |
52 ASSERT(context); | |
53 ASSERT(m_program); | |
54 ASSERT(!m_initialized); | |
55 | |
56 // Need to bind uniforms before linking | |
57 if (!usingBindUniform) | |
58 link(context); | |
59 | |
60 int baseUniformIndex = 0; | |
61 m_vertexShader.init(context, m_program, usingBindUniform, &baseUniformIn
dex); | |
62 m_fragmentShader.init(context, m_program, usingBindUniform, &baseUniform
Index); | |
63 | |
64 // Link after binding uniforms | |
65 if (usingBindUniform) | |
66 link(context); | |
67 | |
68 m_initialized = true; | |
69 } | |
70 | |
71 const VertexShader& vertexShader() const { return m_vertexShader; } | |
72 const FragmentShader& fragmentShader() const { return m_fragmentShader; } | |
73 | |
74 private: | |
75 | |
76 VertexShader m_vertexShader; | |
77 FragmentShader m_fragmentShader; | |
78 }; | |
79 | |
80 } // namespace cc | |
81 | |
82 #endif // USE(ACCELERATED_COMPOSITING) | |
83 | |
84 #endif | |
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