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| 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 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 #include "gpu/tools/compositor_model_bench/shaders.h" | 5 #include "gpu/tools/compositor_model_bench/shaders.h" |
| 6 | 6 |
| 7 #include <algorithm> | 7 #include <algorithm> |
| 8 | 8 |
| 9 #include "gpu/tools/compositor_model_bench/render_model_utils.h" | 9 #include "gpu/tools/compositor_model_bench/render_model_utils.h" |
| 10 #include "gpu/tools/compositor_model_bench/render_tree.h" | 10 #include "gpu/tools/compositor_model_bench/render_tree.h" |
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| 228 } | 228 } |
| 229 | 229 |
| 230 static void ReportAnyShaderCompilationErrors(GLuint shader, ShaderID id) { | 230 static void ReportAnyShaderCompilationErrors(GLuint shader, ShaderID id) { |
| 231 GLint status; | 231 GLint status; |
| 232 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); | 232 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); |
| 233 if (status) | 233 if (status) |
| 234 return; | 234 return; |
| 235 // Get the length of the log string | 235 // Get the length of the log string |
| 236 GLsizei length; | 236 GLsizei length; |
| 237 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); | 237 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); |
| 238 scoped_array<GLchar> log(new GLchar[length+1]); | 238 scoped_ptr<GLchar[]> log(new GLchar[length+1]); |
| 239 glGetShaderInfoLog(shader, length, NULL, log.get()); | 239 glGetShaderInfoLog(shader, length, NULL, log.get()); |
| 240 LOG(ERROR) << log.get() << " in shader " << ShaderNameFromID(id); | 240 LOG(ERROR) << log.get() << " in shader " << ShaderNameFromID(id); |
| 241 } | 241 } |
| 242 | 242 |
| 243 static int ActivateShader(ShaderID v, ShaderID f, float* layer_transform) { | 243 static int ActivateShader(ShaderID v, ShaderID f, float* layer_transform) { |
| 244 int program_index = GetProgramIdx(v, f); | 244 int program_index = GetProgramIdx(v, f); |
| 245 if (!g_program_objects[program_index]) { | 245 if (!g_program_objects[program_index]) { |
| 246 g_program_objects[program_index] = glCreateProgramObjectARB(); | 246 g_program_objects[program_index] = glCreateProgramObjectARB(); |
| 247 GLenum vs = glCreateShaderObjectARB(GL_VERTEX_SHADER); | 247 GLenum vs = glCreateShaderObjectARB(GL_VERTEX_SHADER); |
| 248 GLenum fs = glCreateShaderObjectARB(GL_FRAGMENT_SHADER); | 248 GLenum fs = glCreateShaderObjectARB(GL_FRAGMENT_SHADER); |
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| 441 float center_y = (top+bottom)/2 - g_current_tile_layer_height/2; | 441 float center_y = (top+bottom)/2 - g_current_tile_layer_height/2; |
| 442 TranslateInPlace(mv_transform, center_x, center_y, 0.0); | 442 TranslateInPlace(mv_transform, center_x, center_y, 0.0); |
| 443 | 443 |
| 444 Project(mv_transform, proj_transform); | 444 Project(mv_transform, proj_transform); |
| 445 GLint mat = glGetUniformLocationARB(prog, "matrix"); | 445 GLint mat = glGetUniformLocationARB(prog, "matrix"); |
| 446 glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform); | 446 glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform); |
| 447 | 447 |
| 448 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); | 448 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
| 449 } | 449 } |
| 450 | 450 |
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