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Side by Side Diff: cc/program_binding.h

Issue 11122003: [cc] Rename all cc/ filenames to Chromium style (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 2 months ago
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1 // Copyright 2012 The Chromium Authors. All rights reserved. 1 // Copyright 2011 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
5 #ifndef ProgramBinding_h
6 #define ProgramBinding_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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