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