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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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