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Side by Side Diff: mojo/apps/js/bindings/gl/context.cc

Issue 114883003: Implement more of the JavaScript GL API. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: cleanup Created 7 years ago
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1 // Copyright 2013 The Chromium Authors. All rights reserved. 1 // Copyright 2013 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 #include "mojo/apps/js/bindings/gl/context.h" 5 #include "mojo/apps/js/bindings/gl/context.h"
6 6
7 #include <GLES2/gl2.h> 7 #include <GLES2/gl2.h>
8 8
9 #include "gin/arguments.h" 9 #include "gin/arguments.h"
10 #include "gin/array_buffer.h"
10 #include "gin/object_template_builder.h" 11 #include "gin/object_template_builder.h"
11 #include "mojo/public/gles2/gles2.h" 12 #include "mojo/public/gles2/gles2.h"
12 13
14 namespace gin {
15 template<>
16 struct Converter<GLvoid*> {
17 static bool FromV8(v8::Isolate* isolate, v8::Handle<v8::Value> val,
18 GLvoid** out) {
19 int64_t int_val = 0;
20 if (!Converter<int64_t>::FromV8(isolate, val, &int_val))
21 return false;
22 *out = reinterpret_cast<GLvoid*>(int_val);
abarth-chromium 2013/12/18 01:19:30 Woah. Where is this used? I would have expected
Aaron Boodman 2013/12/18 02:19:08 It's used by glVertexAttribPointer: http://www.ope
23 return true;
24 }
25 };
26
27 template<>
28 struct Converter<GLboolean> {
29 static bool FromV8(v8::Isolate* isolate, v8::Handle<v8::Value> val,
30 GLboolean* out) {
31 bool bool_val = false;
32 if (!Converter<bool>::FromV8(isolate, val, &bool_val))
33 return false;
34 *out = static_cast<GLboolean>(bool_val);
35 return true;
36 }
37 };
38 }
39
13 namespace mojo { 40 namespace mojo {
14 namespace js { 41 namespace js {
15 namespace gl { 42 namespace gl {
16 43
17 gin::WrapperInfo Context::kWrapperInfo = { gin::kEmbedderNativeGin }; 44 gin::WrapperInfo Context::kWrapperInfo = { gin::kEmbedderNativeGin };
18 45
19 gin::Handle<Context> Context::Create(v8::Isolate* isolate, uint64_t encoded, 46 gin::Handle<Context> Context::Create(v8::Isolate* isolate, uint64_t encoded,
20 int width, int height) { 47 int width, int height) {
21 return gin::CreateHandle(isolate, new Context(encoded, width, height)); 48 return gin::CreateHandle(isolate, new Context(encoded, width, height));
22 } 49 }
23 50
24 v8::Local<v8::ObjectTemplate> Context::GetObjectTemplate( 51 v8::Local<v8::ObjectTemplate> Context::GetObjectTemplate(
25 v8::Isolate* isolate) { 52 v8::Isolate* isolate) {
26 return gin::ObjectTemplateBuilder(isolate) 53 return gin::ObjectTemplateBuilder(isolate)
54 .SetValue("ARRAY_BUFFER", GL_ARRAY_BUFFER)
55 .SetValue("COLOR_BUFFER_BIT", GL_COLOR_BUFFER_BIT)
56 .SetValue("ELEMENT_ARRAY_BUFFER", GL_ELEMENT_ARRAY_BUFFER)
57 .SetValue("FLOAT", GL_FLOAT)
58 .SetValue("FRAGMENT_SHADER", GL_FRAGMENT_SHADER)
59 .SetValue("STATIC_DRAW", GL_STATIC_DRAW)
60 .SetValue("TRIANGLES", GL_TRIANGLES)
61 .SetValue("UNSIGNED_SHORT", GL_UNSIGNED_SHORT)
27 .SetValue("VERTEX_SHADER", GL_VERTEX_SHADER) 62 .SetValue("VERTEX_SHADER", GL_VERTEX_SHADER)
28 .SetMethod("createShader", CreateShader) 63 .SetMethod("attachShader", glAttachShader)
64 .SetMethod("bindBuffer", glBindBuffer)
65 .SetMethod("bufferData", BufferData)
66 .SetMethod("clear", glClear)
67 .SetMethod("clearColor", glClearColor)
68 .SetMethod("compileShader", CompileShader)
69 .SetMethod("createBuffer", CreateBuffer)
70 .SetMethod("createProgram", glCreateProgram)
71 .SetMethod("createShader", glCreateShader)
72 .SetMethod("deleteShader", glDeleteShader)
73 .SetMethod("drawElements", glDrawElements)
74 .SetMethod("enableVertexAttribArray", glEnableVertexAttribArray)
75 .SetMethod("getAttribLocation", GetAttribLocation)
76 .SetMethod("getProgramInfoLog", GetProgramInfoLog)
77 .SetMethod("getShaderInfoLog", GetShaderInfoLog)
78 .SetMethod("getUniformLocation", GetUniformLocation)
79 .SetMethod("linkProgram", glLinkProgram)
29 .SetMethod("shaderSource", ShaderSource) 80 .SetMethod("shaderSource", ShaderSource)
30 .SetMethod("compileShader", CompileShader) 81 .SetMethod("swapBuffers", MojoGLES2SwapBuffers)
82 .SetMethod("uniformMatrix4fv", UniformMatrix4fv)
83 .SetMethod("useProgram", glUseProgram)
84 .SetMethod("vertexAttribPointer", glVertexAttribPointer)
85 .SetMethod("viewport", glViewport)
31 .Build(); 86 .Build();
32 } 87 }
33 88
34 gin::Handle<Shader> Context::CreateShader(const gin::Arguments& args, 89 void Context::BufferData(GLenum target, const gin::ArrayBufferView& buffer,
35 GLenum type) { 90 GLenum usage) {
36 gin::Handle<Shader> result; 91 glBufferData(target, buffer.num_bytes(), buffer.bytes(), usage);
37 GLuint glshader = glCreateShader(type); 92 }
38 if (glshader != 0u) { 93
39 result = Opaque::Create(args.isolate(), glshader); 94 void Context::CompileShader(const gin::Arguments& args, GLuint shader) {
95 glCompileShader(shader);
96 GLint compiled = 0;
97 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
98 if (!compiled) {
99 args.ThrowTypeError(std::string("Could not compile shader: ") +
100 GetShaderInfoLog(shader));
40 } 101 }
102 }
103
104 GLuint Context::CreateBuffer() {
105 GLuint result = 0;
106 glGenBuffers(1, &result);
41 return result; 107 return result;
42 } 108 }
43 109
44 void Context::ShaderSource(gin::Handle<Shader> shader, 110 GLint Context::GetAttribLocation(GLuint program, const std::string& name) {
45 const std::string& source) { 111 return glGetAttribLocation(program, name.c_str());
46 const char* source_chars = source.c_str();
47 glShaderSource(shader->value(), 1, &source_chars, NULL);
48 } 112 }
49 113
50 void Context::CompileShader(const gin::Arguments& args, 114 std::string Context::GetProgramInfoLog(GLuint program) {
51 gin::Handle<Shader> shader) { 115 GLint info_log_length = 0;
52 glCompileShader(shader->value()); 116 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_length);
53 GLint compiled = 0; 117 std::string info_log(info_log_length, 0);
54 glGetShaderiv(shader->value(), GL_COMPILE_STATUS, &compiled); 118 glGetProgramInfoLog(program, info_log_length, NULL, &info_log.front());
55 if (!compiled) { 119 return info_log;
56 // Or should |shader| do it when it is destroyed? 120 }
57 glDeleteShader(shader->value()); 121
58 args.ThrowTypeError("Could not compile shader"); 122 std::string Context::GetShaderInfoLog(GLuint shader) {
59 return; 123 GLint info_log_length = 0;
60 } 124 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length);
125 std::string info_log(info_log_length, 0);
126 glGetShaderInfoLog(shader, info_log_length, NULL, &info_log.front());
127 return info_log;
128 }
129
130 GLint Context::GetUniformLocation(GLuint program, const std::string& name) {
131 return glGetUniformLocation(program, name.c_str());
132 }
133
134 void Context::ShaderSource(GLuint shader, const std::string& source) {
135 const char* source_chars = source.c_str();
136 glShaderSource(shader, 1, &source_chars, NULL);
137 }
138
139 void Context::UniformMatrix4fv(GLint location, GLboolean transpose,
140 const gin::ArrayBufferView& buffer) {
141 glUniformMatrix4fv(location, 1, transpose,
142 static_cast<float*>(buffer.bytes()));
61 } 143 }
62 144
63 Context::Context(uint64_t encoded, int width, int height) 145 Context::Context(uint64_t encoded, int width, int height)
64 : encoded_(encoded) { 146 : encoded_(encoded) {
65 // TODO(aa): When we want to support multiple contexts, we should add 147 // TODO(aa): When we want to support multiple contexts, we should add
66 // Context::MakeCurrent() for developers to switch between them. 148 // Context::MakeCurrent() for developers to switch between them.
67 MojoGLES2MakeCurrent(encoded_); 149 MojoGLES2MakeCurrent(encoded_);
68 } 150 }
69 151
70 } // namespace gl 152 } // namespace gl
71 } // namespace js 153 } // namespace js
72 } // namespace mojo 154 } // namespace mojo
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