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Side by Side Diff: cc/program_binding.h

Issue 11415040: Relax assertions around context loss and program initialization. Higher level code will take care o… (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 1 month ago
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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 CC_PROGRAM_BINDING_H_ 5 #ifndef CC_PROGRAM_BINDING_H_
6 #define CC_PROGRAM_BINDING_H_ 6 #define CC_PROGRAM_BINDING_H_
7 7
8 #include <string> 8 #include <string>
9 9
10 #include "base/logging.h" 10 #include "base/logging.h"
11 11
12 namespace WebKit { 12 namespace WebKit {
13 class WebGraphicsContext3D; 13 class WebGraphicsContext3D;
14 } 14 }
15 15
16 namespace cc { 16 namespace cc {
17 17
18 class ProgramBindingBase { 18 class ProgramBindingBase {
19 public: 19 public:
20 ProgramBindingBase(); 20 ProgramBindingBase();
21 ~ProgramBindingBase(); 21 ~ProgramBindingBase();
22 22
23 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);
24 void link(WebKit::WebGraphicsContext3D*); 24 void link(WebKit::WebGraphicsContext3D*);
25 void cleanup(WebKit::WebGraphicsContext3D*); 25 void cleanup(WebKit::WebGraphicsContext3D*);
26 26
27 unsigned program() const { DCHECK(m_initialized); return m_program; } 27 unsigned program() const { return m_program; }
28 bool initialized() const { return m_initialized; } 28 bool initialized() const { return m_initialized; }
29 29
30 protected: 30 protected:
31 31
32 unsigned loadShader(WebKit::WebGraphicsContext3D*, unsigned type, const std: :string& shaderSource); 32 unsigned loadShader(WebKit::WebGraphicsContext3D*, unsigned type, const std: :string& shaderSource);
33 unsigned createShaderProgram(WebKit::WebGraphicsContext3D*, unsigned vertexS hader, unsigned fragmentShader); 33 unsigned createShaderProgram(WebKit::WebGraphicsContext3D*, unsigned vertexS hader, unsigned fragmentShader);
34 void cleanupShaders(WebKit::WebGraphicsContext3D*); 34 void cleanupShaders(WebKit::WebGraphicsContext3D*);
35 bool IsContextLost(WebKit::WebGraphicsContext3D*);
35 36
36 unsigned m_program; 37 unsigned m_program;
37 unsigned m_vertexShaderId; 38 unsigned m_vertexShaderId;
38 unsigned m_fragmentShaderId; 39 unsigned m_fragmentShaderId;
39 bool m_initialized; 40 bool m_initialized;
40 }; 41 };
41 42
42 template<class VertexShader, class FragmentShader> 43 template<class VertexShader, class FragmentShader>
43 class ProgramBinding : public ProgramBindingBase { 44 class ProgramBinding : public ProgramBindingBase {
44 public: 45 public:
45 explicit ProgramBinding(WebKit::WebGraphicsContext3D* context) 46 explicit ProgramBinding(WebKit::WebGraphicsContext3D* context)
46 { 47 {
47 ProgramBindingBase::init(context, m_vertexShader.getShaderString(), m_fr agmentShader.getShaderString()); 48 ProgramBindingBase::init(context, m_vertexShader.getShaderString(), m_fr agmentShader.getShaderString());
48 } 49 }
49 50
50 void initialize(WebKit::WebGraphicsContext3D* context, bool usingBindUniform ) 51 void initialize(WebKit::WebGraphicsContext3D* context, bool usingBindUniform )
51 { 52 {
52 DCHECK(context); 53 DCHECK(context);
53 DCHECK(m_program);
54 DCHECK(!m_initialized); 54 DCHECK(!m_initialized);
55 55
56 if (IsContextLost(context))
nduca 2012/11/17 17:02:50 Is this oen needed to sidestep a really hard case
Ken Russell (switch to Gerrit) 2012/11/17 20:23:42 I actually didn't try without it -- seemed best to
57 return;
58
56 // Need to bind uniforms before linking 59 // Need to bind uniforms before linking
57 if (!usingBindUniform) 60 if (!usingBindUniform)
58 link(context); 61 link(context);
59 62
60 int baseUniformIndex = 0; 63 int baseUniformIndex = 0;
61 m_vertexShader.init(context, m_program, usingBindUniform, &baseUniformIn dex); 64 m_vertexShader.init(context, m_program, usingBindUniform, &baseUniformIn dex);
62 m_fragmentShader.init(context, m_program, usingBindUniform, &baseUniform Index); 65 m_fragmentShader.init(context, m_program, usingBindUniform, &baseUniform Index);
63 66
64 // Link after binding uniforms 67 // Link after binding uniforms
65 if (usingBindUniform) 68 if (usingBindUniform)
66 link(context); 69 link(context);
67 70
68 m_initialized = true; 71 m_initialized = true;
69 } 72 }
70 73
71 const VertexShader& vertexShader() const { return m_vertexShader; } 74 const VertexShader& vertexShader() const { return m_vertexShader; }
72 const FragmentShader& fragmentShader() const { return m_fragmentShader; } 75 const FragmentShader& fragmentShader() const { return m_fragmentShader; }
73 76
74 private: 77 private:
75 78
76 VertexShader m_vertexShader; 79 VertexShader m_vertexShader;
77 FragmentShader m_fragmentShader; 80 FragmentShader m_fragmentShader;
78 }; 81 };
79 82
80 } // namespace cc 83 } // namespace cc
81 84
82 #endif // CC_PROGRAM_BINDING_H_ 85 #endif // CC_PROGRAM_BINDING_H_
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