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Unified 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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Index: mojo/apps/js/bindings/gl/context.cc
diff --git a/mojo/apps/js/bindings/gl/context.cc b/mojo/apps/js/bindings/gl/context.cc
index 27622a73d71f179cfa9406495c458499d7a53109..0f8c587fd00fde03884c7e50b4078353a85faee1 100644
--- a/mojo/apps/js/bindings/gl/context.cc
+++ b/mojo/apps/js/bindings/gl/context.cc
@@ -7,6 +7,7 @@
#include <GLES2/gl2.h>
#include "gin/arguments.h"
+#include "gin/array_buffer.h"
#include "gin/object_template_builder.h"
#include "gin/per_isolate_data.h"
#include "mojo/public/gles2/gles2.h"
@@ -28,44 +29,87 @@ v8::Handle<v8::ObjectTemplate> Context::GetObjectTemplate(
v8::Local<v8::ObjectTemplate> templ = data->GetObjectTemplate(&kWrapperInfo);
if (templ.IsEmpty()) {
templ = gin::ObjectTemplateBuilder(isolate)
+ .SetValue("ARRAY_BUFFER", GL_ARRAY_BUFFER)
+ .SetValue("COLOR_BUFFER_BIT", GL_COLOR_BUFFER_BIT)
+ .SetValue("ELEMENT_ARRAY_BUFFER", GL_ELEMENT_ARRAY_BUFFER)
+ .SetValue("FLOAT", GL_FLOAT)
+ .SetValue("FRAGMENT_SHADER", GL_FRAGMENT_SHADER)
+ .SetValue("STATIC_DRAW", GL_STATIC_DRAW)
.SetValue("VERTEX_SHADER", GL_VERTEX_SHADER)
- .SetMethod("createShader", CreateShader)
- .SetMethod("shaderSource", ShaderSource)
+ .SetMethod("attachShader", glAttachShader)
+ .SetMethod("bindBuffer", glBindBuffer)
+ .SetMethod("bufferData", BufferData)
+ .SetMethod("clear", glClear)
+ .SetMethod("clearColor", glClearColor)
.SetMethod("compileShader", CompileShader)
+ .SetMethod("createBuffer", CreateBuffer)
+ .SetMethod("createProgram", glCreateProgram)
+ .SetMethod("createShader", glCreateShader)
+ .SetMethod("deleteShader", glDeleteShader)
+ .SetMethod("enableVertexAttribArray", glEnableVertexAttribArray)
+ .SetMethod("getAttribLocation", GetAttribLocation)
+ .SetMethod("getShaderInfoLog", GetShaderInfoLog)
+ .SetMethod("getUniformLocation", GetUniformLocation)
+ .SetMethod("linkProgram", glLinkProgram)
+ .SetMethod("shaderSource", ShaderSource)
+ .SetMethod("useProgram", glUseProgram)
+ .SetMethod("vertexAttribPointer", VertexAttribPointer)
+ .SetMethod("viewport", glViewport)
.Build();
+
templ->SetInternalFieldCount(gin::kNumberOfInternalFields);
data->SetObjectTemplate(&kWrapperInfo, templ);
}
return templ;
}
-gin::Handle<Shader> Context::CreateShader(const gin::Arguments& args,
- GLenum type) {
- gin::Handle<Shader> result;
- GLuint glshader = glCreateShader(type);
- if (glshader != 0u) {
- result = Opaque::Create(args.isolate(), glshader);
+void Context::BufferData(GLenum target, const gin::ArrayBufferView& buffer,
+ GLenum usage) {
+ glBufferData(target, buffer.num_bytes(), buffer.bytes(), usage);
+}
+
+void Context::CompileShader(const gin::Arguments& args, GLuint shader) {
+ glCompileShader(shader);
+ GLint compiled = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
abarth-chromium 2013/12/13 21:30:35 Maybe http://www.khronos.org/opengles/sdk/docs/man
Aaron Boodman 2013/12/13 21:43:57 But I want the textual error message...
+ if (!compiled) {
+ args.ThrowTypeError(std::string("Could not compile shader: ") +
+ GetShaderInfoLog(shader));
}
+}
+
+GLuint Context::CreateBuffer() {
+ GLuint result = 0;
+ glGenBuffers(1, &result);
return result;
}
-void Context::ShaderSource(gin::Handle<Shader> shader,
- const std::string& source) {
+GLint Context::GetAttribLocation(GLuint program, const std::string& name) {
+ return glGetAttribLocation(program, name.c_str());
+}
+
+std::string Context::GetShaderInfoLog(GLuint shader) {
+ GLint info_log_length = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length);
+ char info_log[info_log_length];
+ glGetShaderInfoLog(shader, info_log_length, NULL, info_log);
+ return std::string(info_log, info_log_length);
abarth-chromium 2013/12/13 21:30:35 You can avoid one of these copies by resizing the
Aaron Boodman 2013/12/13 21:43:57 Good point. Fixed.
+}
+
+GLint Context::GetUniformLocation(GLuint program, const std::string& name) {
+ return glGetUniformLocation(program, name.c_str());
+}
+
+void Context::ShaderSource(GLuint shader, const std::string& source) {
const char* source_chars = source.c_str();
- glShaderSource(shader->value(), 1, &source_chars, NULL);
+ glShaderSource(shader, 1, &source_chars, NULL);
}
-void Context::CompileShader(const gin::Arguments& args,
- gin::Handle<Shader> shader) {
- glCompileShader(shader->value());
- GLint compiled = 0;
- glGetShaderiv(shader->value(), GL_COMPILE_STATUS, &compiled);
- if (!compiled) {
- // Or should |shader| do it when it is destroyed?
- glDeleteShader(shader->value());
- args.ThrowTypeError("Could not compile shader");
- return;
- }
+void Context::VertexAttribPointer(GLuint index, GLint size, GLenum type,
+ bool normalized, GLsizei stride,
+ long offset) {
+ glVertexAttribPointer(index, size, type, static_cast<GLboolean>(normalized),
+ stride, reinterpret_cast<void*>(offset));
}
Context::Context(uint64_t encoded, int width, int height)
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