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Unified Diff: cc/output/program_binding.h

Issue 1531403002: Revert "Delete CC." (Closed) Base URL: https://github.com/domokit/mojo.git@master
Patch Set: Created 5 years ago
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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
@@ -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_
+
+#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 {
+ public:
+ ProgramBindingBase();
+ ~ProgramBindingBase();
+
+ bool Init(gpu::gles2::GLES2Interface* context,
+ const std::string& vertex_shader,
+ const std::string& fragment_shader);
+ bool Link(gpu::gles2::GLES2Interface* context);
+ void Cleanup(gpu::gles2::GLES2Interface* context);
+
+ unsigned program() const { return program_; }
+ bool initialized() const { return initialized_; }
+
+ protected:
+ unsigned LoadShader(gpu::gles2::GLES2Interface* context,
+ unsigned type,
+ const std::string& shader_source);
+ unsigned CreateShaderProgram(gpu::gles2::GLES2Interface* context,
+ unsigned vertex_shader,
+ unsigned fragment_shader);
+ void CleanupShaders(gpu::gles2::GLES2Interface* context);
+
+ unsigned program_;
+ unsigned vertex_shader_id_;
+ unsigned fragment_shader_id_;
+ bool initialized_;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(ProgramBindingBase);
+};
+
+template <class VertexShader, class FragmentShader>
+class ProgramBinding : public ProgramBindingBase {
+ public:
+ ProgramBinding() {}
+
+ void Initialize(ContextProvider* context_provider,
+ TexCoordPrecision precision,
+ SamplerType sampler) {
+ return Initialize(
+ context_provider, precision, sampler, BLEND_MODE_NONE, false);
+ }
+
+ void Initialize(ContextProvider* context_provider,
+ TexCoordPrecision precision,
+ SamplerType sampler,
+ BlendMode blend_mode) {
+ return Initialize(
+ context_provider, precision, sampler, blend_mode, false);
+ }
+
+ void Initialize(ContextProvider* context_provider,
+ TexCoordPrecision precision,
+ SamplerType sampler,
+ BlendMode blend_mode,
+ bool mask_for_background) {
+ DCHECK(context_provider);
+ DCHECK(!initialized_);
+
+ if (context_provider->IsContextLost())
+ return;
+
+ fragment_shader_.set_blend_mode(blend_mode);
+ fragment_shader_.set_mask_for_background(mask_for_background);
+
+ if (!ProgramBindingBase::Init(
+ context_provider->ContextGL(),
+ vertex_shader_.GetShaderString(),
+ fragment_shader_.GetShaderString(precision, sampler))) {
+ DCHECK(context_provider->IsContextLost());
+ return;
+ }
+
+ int base_uniform_index = 0;
+ vertex_shader_.Init(context_provider->ContextGL(),
+ program_, &base_uniform_index);
+ fragment_shader_.Init(context_provider->ContextGL(),
+ program_, &base_uniform_index);
+
+ // Link after binding uniforms
+ if (!Link(context_provider->ContextGL())) {
+ DCHECK(context_provider->IsContextLost());
+ return;
+ }
+
+ initialized_ = true;
+ }
+
+ const VertexShader& vertex_shader() const { return vertex_shader_; }
+ const FragmentShader& fragment_shader() const { return fragment_shader_; }
+
+ private:
+ VertexShader vertex_shader_;
+ FragmentShader fragment_shader_;
+
+ DISALLOW_COPY_AND_ASSIGN(ProgramBinding);
+};
+
+} // namespace cc
+
+#endif // CC_OUTPUT_PROGRAM_BINDING_H_
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