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1 // Copyright 2011 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 | 4 |
5 #ifndef ProgramBinding_h | 5 #ifndef ProgramBinding_h |
6 #define ProgramBinding_h | 6 #define ProgramBinding_h |
7 | 7 |
8 #include <string> | 8 #include <string> |
9 | 9 |
| 10 #include "base/logging.h" |
| 11 |
10 namespace WebKit { | 12 namespace WebKit { |
11 class WebGraphicsContext3D; | 13 class WebGraphicsContext3D; |
12 } | 14 } |
13 | 15 |
14 namespace cc { | 16 namespace cc { |
15 | 17 |
16 class ProgramBindingBase { | 18 class ProgramBindingBase { |
17 public: | 19 public: |
18 ProgramBindingBase(); | 20 ProgramBindingBase(); |
19 ~ProgramBindingBase(); | 21 ~ProgramBindingBase(); |
20 | 22 |
21 void init(WebKit::WebGraphicsContext3D*, const std::string& vertexShader, co
nst std::string& fragmentShader); | 23 void init(WebKit::WebGraphicsContext3D*, const std::string& vertexShader, co
nst std::string& fragmentShader); |
22 void link(WebKit::WebGraphicsContext3D*); | 24 void link(WebKit::WebGraphicsContext3D*); |
23 void cleanup(WebKit::WebGraphicsContext3D*); | 25 void cleanup(WebKit::WebGraphicsContext3D*); |
24 | 26 |
25 unsigned program() const { ASSERT(m_initialized); return m_program; } | 27 unsigned program() const { DCHECK(m_initialized); return m_program; } |
26 bool initialized() const { return m_initialized; } | 28 bool initialized() const { return m_initialized; } |
27 | 29 |
28 protected: | 30 protected: |
29 | 31 |
30 unsigned loadShader(WebKit::WebGraphicsContext3D*, unsigned type, const std:
:string& shaderSource); | 32 unsigned loadShader(WebKit::WebGraphicsContext3D*, unsigned type, const std:
:string& shaderSource); |
31 unsigned createShaderProgram(WebKit::WebGraphicsContext3D*, unsigned vertexS
hader, unsigned fragmentShader); | 33 unsigned createShaderProgram(WebKit::WebGraphicsContext3D*, unsigned vertexS
hader, unsigned fragmentShader); |
32 void cleanupShaders(WebKit::WebGraphicsContext3D*); | 34 void cleanupShaders(WebKit::WebGraphicsContext3D*); |
33 | 35 |
34 unsigned m_program; | 36 unsigned m_program; |
35 unsigned m_vertexShaderId; | 37 unsigned m_vertexShaderId; |
36 unsigned m_fragmentShaderId; | 38 unsigned m_fragmentShaderId; |
37 bool m_initialized; | 39 bool m_initialized; |
38 }; | 40 }; |
39 | 41 |
40 template<class VertexShader, class FragmentShader> | 42 template<class VertexShader, class FragmentShader> |
41 class ProgramBinding : public ProgramBindingBase { | 43 class ProgramBinding : public ProgramBindingBase { |
42 public: | 44 public: |
43 explicit ProgramBinding(WebKit::WebGraphicsContext3D* context) | 45 explicit ProgramBinding(WebKit::WebGraphicsContext3D* context) |
44 { | 46 { |
45 ProgramBindingBase::init(context, m_vertexShader.getShaderString(), m_fr
agmentShader.getShaderString()); | 47 ProgramBindingBase::init(context, m_vertexShader.getShaderString(), m_fr
agmentShader.getShaderString()); |
46 } | 48 } |
47 | 49 |
48 void initialize(WebKit::WebGraphicsContext3D* context, bool usingBindUniform
) | 50 void initialize(WebKit::WebGraphicsContext3D* context, bool usingBindUniform
) |
49 { | 51 { |
50 ASSERT(context); | 52 DCHECK(context); |
51 ASSERT(m_program); | 53 DCHECK(m_program); |
52 ASSERT(!m_initialized); | 54 DCHECK(!m_initialized); |
53 | 55 |
54 // Need to bind uniforms before linking | 56 // Need to bind uniforms before linking |
55 if (!usingBindUniform) | 57 if (!usingBindUniform) |
56 link(context); | 58 link(context); |
57 | 59 |
58 int baseUniformIndex = 0; | 60 int baseUniformIndex = 0; |
59 m_vertexShader.init(context, m_program, usingBindUniform, &baseUniformIn
dex); | 61 m_vertexShader.init(context, m_program, usingBindUniform, &baseUniformIn
dex); |
60 m_fragmentShader.init(context, m_program, usingBindUniform, &baseUniform
Index); | 62 m_fragmentShader.init(context, m_program, usingBindUniform, &baseUniform
Index); |
61 | 63 |
62 // Link after binding uniforms | 64 // Link after binding uniforms |
63 if (usingBindUniform) | 65 if (usingBindUniform) |
64 link(context); | 66 link(context); |
65 | 67 |
66 m_initialized = true; | 68 m_initialized = true; |
67 } | 69 } |
68 | 70 |
69 const VertexShader& vertexShader() const { return m_vertexShader; } | 71 const VertexShader& vertexShader() const { return m_vertexShader; } |
70 const FragmentShader& fragmentShader() const { return m_fragmentShader; } | 72 const FragmentShader& fragmentShader() const { return m_fragmentShader; } |
71 | 73 |
72 private: | 74 private: |
73 | 75 |
74 VertexShader m_vertexShader; | 76 VertexShader m_vertexShader; |
75 FragmentShader m_fragmentShader; | 77 FragmentShader m_fragmentShader; |
76 }; | 78 }; |
77 | 79 |
78 } // namespace cc | 80 } // namespace cc |
79 | 81 |
80 #endif | 82 #endif |
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