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| 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 |
| 3 // found in the LICENSE file. |
| 4 |
| 5 #ifndef CC_OUTPUT_PROGRAM_BINDING_H_ |
| 6 #define CC_OUTPUT_PROGRAM_BINDING_H_ |
| 7 |
| 8 #include <string> |
| 9 |
| 10 #include "base/logging.h" |
| 11 #include "cc/output/context_provider.h" |
| 12 #include "cc/output/shader.h" |
| 13 |
| 14 namespace gpu { |
| 15 namespace gles2 { |
| 16 class GLES2Interface; |
| 17 } |
| 18 } |
| 19 |
| 20 namespace cc { |
| 21 |
| 22 class ProgramBindingBase { |
| 23 public: |
| 24 ProgramBindingBase(); |
| 25 ~ProgramBindingBase(); |
| 26 |
| 27 bool Init(gpu::gles2::GLES2Interface* context, |
| 28 const std::string& vertex_shader, |
| 29 const std::string& fragment_shader); |
| 30 bool Link(gpu::gles2::GLES2Interface* context); |
| 31 void Cleanup(gpu::gles2::GLES2Interface* context); |
| 32 |
| 33 unsigned program() const { return program_; } |
| 34 bool initialized() const { return initialized_; } |
| 35 |
| 36 protected: |
| 37 unsigned LoadShader(gpu::gles2::GLES2Interface* context, |
| 38 unsigned type, |
| 39 const std::string& shader_source); |
| 40 unsigned CreateShaderProgram(gpu::gles2::GLES2Interface* context, |
| 41 unsigned vertex_shader, |
| 42 unsigned fragment_shader); |
| 43 void CleanupShaders(gpu::gles2::GLES2Interface* context); |
| 44 |
| 45 unsigned program_; |
| 46 unsigned vertex_shader_id_; |
| 47 unsigned fragment_shader_id_; |
| 48 bool initialized_; |
| 49 |
| 50 private: |
| 51 DISALLOW_COPY_AND_ASSIGN(ProgramBindingBase); |
| 52 }; |
| 53 |
| 54 template <class VertexShader, class FragmentShader> |
| 55 class ProgramBinding : public ProgramBindingBase { |
| 56 public: |
| 57 ProgramBinding() {} |
| 58 |
| 59 void Initialize(ContextProvider* context_provider, |
| 60 TexCoordPrecision precision, |
| 61 SamplerType sampler) { |
| 62 return Initialize( |
| 63 context_provider, precision, sampler, BLEND_MODE_NONE, false); |
| 64 } |
| 65 |
| 66 void Initialize(ContextProvider* context_provider, |
| 67 TexCoordPrecision precision, |
| 68 SamplerType sampler, |
| 69 BlendMode blend_mode) { |
| 70 return Initialize( |
| 71 context_provider, precision, sampler, blend_mode, false); |
| 72 } |
| 73 |
| 74 void Initialize(ContextProvider* context_provider, |
| 75 TexCoordPrecision precision, |
| 76 SamplerType sampler, |
| 77 BlendMode blend_mode, |
| 78 bool mask_for_background) { |
| 79 DCHECK(context_provider); |
| 80 DCHECK(!initialized_); |
| 81 |
| 82 if (context_provider->IsContextLost()) |
| 83 return; |
| 84 |
| 85 fragment_shader_.set_blend_mode(blend_mode); |
| 86 fragment_shader_.set_mask_for_background(mask_for_background); |
| 87 |
| 88 if (!ProgramBindingBase::Init( |
| 89 context_provider->ContextGL(), |
| 90 vertex_shader_.GetShaderString(), |
| 91 fragment_shader_.GetShaderString(precision, sampler))) { |
| 92 DCHECK(context_provider->IsContextLost()); |
| 93 return; |
| 94 } |
| 95 |
| 96 int base_uniform_index = 0; |
| 97 vertex_shader_.Init(context_provider->ContextGL(), |
| 98 program_, &base_uniform_index); |
| 99 fragment_shader_.Init(context_provider->ContextGL(), |
| 100 program_, &base_uniform_index); |
| 101 |
| 102 // Link after binding uniforms |
| 103 if (!Link(context_provider->ContextGL())) { |
| 104 DCHECK(context_provider->IsContextLost()); |
| 105 return; |
| 106 } |
| 107 |
| 108 initialized_ = true; |
| 109 } |
| 110 |
| 111 const VertexShader& vertex_shader() const { return vertex_shader_; } |
| 112 const FragmentShader& fragment_shader() const { return fragment_shader_; } |
| 113 |
| 114 private: |
| 115 VertexShader vertex_shader_; |
| 116 FragmentShader fragment_shader_; |
| 117 |
| 118 DISALLOW_COPY_AND_ASSIGN(ProgramBinding); |
| 119 }; |
| 120 |
| 121 } // namespace cc |
| 122 |
| 123 #endif // CC_OUTPUT_PROGRAM_BINDING_H_ |
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