| Index: cc/output/program_binding.h
|
| diff --git a/cc/output/program_binding.h b/cc/output/program_binding.h
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..1d5132bdaea6828148ab4d996774a1569fd00ad2
|
| --- /dev/null
|
| +++ b/cc/output/program_binding.h
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| @@ -0,0 +1,123 @@
|
| +// Copyright 2011 The Chromium Authors. All rights reserved.
|
| +// Use of this source code is governed by a BSD-style license that can be
|
| +// found in the LICENSE file.
|
| +
|
| +#ifndef CC_OUTPUT_PROGRAM_BINDING_H_
|
| +#define CC_OUTPUT_PROGRAM_BINDING_H_
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| +
|
| +#include <string>
|
| +
|
| +#include "base/logging.h"
|
| +#include "cc/output/context_provider.h"
|
| +#include "cc/output/shader.h"
|
| +
|
| +namespace gpu {
|
| +namespace gles2 {
|
| +class GLES2Interface;
|
| +}
|
| +}
|
| +
|
| +namespace cc {
|
| +
|
| +class ProgramBindingBase {
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| + public:
|
| + ProgramBindingBase();
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| + ~ProgramBindingBase();
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| +
|
| + bool Init(gpu::gles2::GLES2Interface* context,
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| + const std::string& vertex_shader,
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| + const std::string& fragment_shader);
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| + bool Link(gpu::gles2::GLES2Interface* context);
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| + void Cleanup(gpu::gles2::GLES2Interface* context);
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| +
|
| + unsigned program() const { return program_; }
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| + bool initialized() const { return initialized_; }
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| +
|
| + protected:
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| + unsigned LoadShader(gpu::gles2::GLES2Interface* context,
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| + unsigned type,
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| + const std::string& shader_source);
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| + unsigned CreateShaderProgram(gpu::gles2::GLES2Interface* context,
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| + unsigned vertex_shader,
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| + unsigned fragment_shader);
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| + void CleanupShaders(gpu::gles2::GLES2Interface* context);
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| +
|
| + unsigned program_;
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| + unsigned vertex_shader_id_;
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| + unsigned fragment_shader_id_;
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| + bool initialized_;
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| +
|
| + private:
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| + DISALLOW_COPY_AND_ASSIGN(ProgramBindingBase);
|
| +};
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| +
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| +template <class VertexShader, class FragmentShader>
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| +class ProgramBinding : public ProgramBindingBase {
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| + public:
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| + ProgramBinding() {}
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| +
|
| + void Initialize(ContextProvider* context_provider,
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| + TexCoordPrecision precision,
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| + SamplerType sampler) {
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| + return Initialize(
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| + context_provider, precision, sampler, BLEND_MODE_NONE, false);
|
| + }
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| +
|
| + void Initialize(ContextProvider* context_provider,
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| + TexCoordPrecision precision,
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| + SamplerType sampler,
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| + BlendMode blend_mode) {
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| + return Initialize(
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| + context_provider, precision, sampler, blend_mode, false);
|
| + }
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| +
|
| + void Initialize(ContextProvider* context_provider,
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| + TexCoordPrecision precision,
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| + SamplerType sampler,
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| + BlendMode blend_mode,
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| + bool mask_for_background) {
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| + DCHECK(context_provider);
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| + DCHECK(!initialized_);
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| +
|
| + if (context_provider->IsContextLost())
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| + return;
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| +
|
| + fragment_shader_.set_blend_mode(blend_mode);
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| + fragment_shader_.set_mask_for_background(mask_for_background);
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| +
|
| + if (!ProgramBindingBase::Init(
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| + context_provider->ContextGL(),
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| + vertex_shader_.GetShaderString(),
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| + fragment_shader_.GetShaderString(precision, sampler))) {
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| + DCHECK(context_provider->IsContextLost());
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| + return;
|
| + }
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| +
|
| + int base_uniform_index = 0;
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| + vertex_shader_.Init(context_provider->ContextGL(),
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| + program_, &base_uniform_index);
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| + fragment_shader_.Init(context_provider->ContextGL(),
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| + program_, &base_uniform_index);
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| +
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| + // Link after binding uniforms
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| + if (!Link(context_provider->ContextGL())) {
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| + DCHECK(context_provider->IsContextLost());
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| + return;
|
| + }
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| +
|
| + initialized_ = true;
|
| + }
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| +
|
| + const VertexShader& vertex_shader() const { return vertex_shader_; }
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| + const FragmentShader& fragment_shader() const { return fragment_shader_; }
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| +
|
| + private:
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| + VertexShader vertex_shader_;
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| + FragmentShader fragment_shader_;
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| +
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| + DISALLOW_COPY_AND_ASSIGN(ProgramBinding);
|
| +};
|
| +
|
| +} // namespace cc
|
| +
|
| +#endif // CC_OUTPUT_PROGRAM_BINDING_H_
|
|
|