| Index: runtime/embedders/openglui/common/gl_graphics_handler.cc
|
| ===================================================================
|
| --- runtime/embedders/openglui/common/gl_graphics_handler.cc (revision 0)
|
| +++ runtime/embedders/openglui/common/gl_graphics_handler.cc (revision 0)
|
| @@ -0,0 +1,64 @@
|
| +// Copyright (c) 2013, the Dart project authors. Please see the AUTHORS file
|
| +// for details. All rights reserved. Use of this source code is governed by a
|
| +// BSD-style license that can be found in the LICENSE file.
|
| +
|
| +#include "embedders/openglui/common/gl_graphics_handler.h"
|
| +#include "embedders/openglui/common/log.h"
|
| +
|
| +extern void CheckGLError(const char *function);
|
| +
|
| +void GLGraphicsHandler::SetViewport(int left, int top, int width, int height) {
|
| + glViewport(left, top, width, height);
|
| + CheckGLError("glViewPort");
|
| +}
|
| +
|
| +int GLGraphicsHandler::BuildProgram(const char* vertexShaderSource,
|
| + const char* fragmentShaderSource) const {
|
| + int vertexShader = BuildShader(vertexShaderSource, GL_VERTEX_SHADER);
|
| + int fragmentShader = BuildShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
|
| + if (vertexShader < 0 || fragmentShader < 0) {
|
| + return -1;
|
| + }
|
| +
|
| + GLuint programHandle = glCreateProgram();
|
| + glAttachShader(programHandle, static_cast<GLuint>(vertexShader));
|
| + glAttachShader(programHandle, static_cast<GLuint>(fragmentShader));
|
| + glLinkProgram(programHandle);
|
| +
|
| + GLint linkSuccess;
|
| + glGetProgramiv(programHandle, GL_LINK_STATUS, &linkSuccess);
|
| + if (linkSuccess == GL_FALSE) {
|
| + GLint infoLogLength;
|
| + glGetProgramiv(programHandle, GL_INFO_LOG_LENGTH, &infoLogLength);
|
| + GLchar* strInfoLog = new GLchar[infoLogLength + 1];
|
| + glGetProgramInfoLog(programHandle, infoLogLength, NULL, strInfoLog);
|
| + strInfoLog[infoLogLength] = 0;
|
| + LOGE("Link failed: %s", strInfoLog);
|
| + delete[] strInfoLog;
|
| + return -1;
|
| + }
|
| + return static_cast<int>(programHandle);
|
| +}
|
| +
|
| +int GLGraphicsHandler::BuildShader(const char* source,
|
| + GLenum shaderType) const {
|
| + GLuint shaderHandle = glCreateShader(shaderType);
|
| + glShaderSource(shaderHandle, 1, &source, NULL);
|
| + glCompileShader(shaderHandle);
|
| +
|
| + GLint compileSuccess;
|
| + glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &compileSuccess);
|
| +
|
| + if (compileSuccess == GL_FALSE) {
|
| + GLint infoLogLength = 0;
|
| + glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, &infoLogLength);
|
| + GLchar* strInfoLog = new GLchar[infoLogLength + 1];
|
| + glGetShaderInfoLog(shaderHandle, infoLogLength, NULL, strInfoLog);
|
| + strInfoLog[infoLogLength] = 0;
|
| + LOGE("Shader compile failed: %s", strInfoLog);
|
| + delete [] strInfoLog;
|
| + return -1;
|
| + }
|
| + return static_cast<int>(shaderHandle);
|
| +}
|
| +
|
|
|