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| 1 /* | 1 /* |
| 2 * Copyright (C) 2009 Apple Inc. All rights reserved. | 2 * Copyright (C) 2009 Apple Inc. All rights reserved. |
| 3 * | 3 * |
| 4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
| 5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
| 6 * are met: | 6 * are met: |
| 7 * 1. Redistributions of source code must retain the above copyright | 7 * 1. Redistributions of source code must retain the above copyright |
| 8 * notice, this list of conditions and the following disclaimer. | 8 * notice, this list of conditions and the following disclaimer. |
| 9 * 2. Redistributions in binary form must reproduce the above copyright | 9 * 2. Redistributions in binary form must reproduce the above copyright |
| 10 * notice, this list of conditions and the following disclaimer in the | 10 * notice, this list of conditions and the following disclaimer in the |
| (...skipping 46 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 57 if (m_vertexShader) { | 57 if (m_vertexShader) { |
| 58 m_vertexShader->onDetached(context3d); | 58 m_vertexShader->onDetached(context3d); |
| 59 m_vertexShader = 0; | 59 m_vertexShader = 0; |
| 60 } | 60 } |
| 61 if (m_fragmentShader) { | 61 if (m_fragmentShader) { |
| 62 m_fragmentShader->onDetached(context3d); | 62 m_fragmentShader->onDetached(context3d); |
| 63 m_fragmentShader = 0; | 63 m_fragmentShader = 0; |
| 64 } | 64 } |
| 65 } | 65 } |
| 66 | 66 |
| 67 unsigned WebGLProgram::numActiveAttribLocations() | 67 unsigned WebGLProgram::numActiveAttribLocations(WebGLRenderingContext* context) |
| 68 { | 68 { |
| 69 cacheInfoIfNeeded(); | 69 cacheInfoIfNeeded(context); |
| 70 return m_activeAttribLocations.size(); | 70 return m_activeAttribLocations.size(); |
| 71 } | 71 } |
| 72 | 72 |
| 73 GC3Dint WebGLProgram::getActiveAttribLocation(GC3Duint index) | 73 GC3Dint WebGLProgram::getActiveAttribLocation(WebGLRenderingContext* context, GC 3Duint index) |
| 74 { | 74 { |
| 75 cacheInfoIfNeeded(); | 75 cacheInfoIfNeeded(context); |
| 76 if (index >= numActiveAttribLocations()) | 76 if (index >= numActiveAttribLocations(context)) |
| 77 return -1; | 77 return -1; |
| 78 return m_activeAttribLocations[index]; | 78 return m_activeAttribLocations[index]; |
| 79 } | 79 } |
| 80 | 80 |
| 81 bool WebGLProgram::isUsingVertexAttrib0() | 81 bool WebGLProgram::isUsingVertexAttrib0(WebGLRenderingContext* context) |
| 82 { | 82 { |
| 83 cacheInfoIfNeeded(); | 83 cacheInfoIfNeeded(context); |
| 84 for (unsigned ii = 0; ii < numActiveAttribLocations(); ++ii) { | 84 unsigned numLocations = numActiveAttribLocations(context); |
| 85 if (!getActiveAttribLocation(ii)) | 85 for (unsigned ii = 0; ii < numLocations; ++ii) { |
| 86 if (!getActiveAttribLocation(context, ii)) | |
| 86 return true; | 87 return true; |
| 87 } | 88 } |
| 88 return false; | 89 return false; |
| 89 } | 90 } |
| 90 | 91 |
| 91 bool WebGLProgram::getLinkStatus() | 92 bool WebGLProgram::getLinkStatus(WebGLRenderingContext* context) |
| 92 { | 93 { |
| 93 cacheInfoIfNeeded(); | 94 cacheInfoIfNeeded(context); |
| 94 return m_linkStatus; | 95 return m_linkStatus; |
| 95 } | 96 } |
| 96 | 97 |
| 97 void WebGLProgram::setLinkStatus(bool status) | 98 void WebGLProgram::setLinkStatus(WebGLRenderingContext* context, bool status) |
| 98 { | 99 { |
| 99 cacheInfoIfNeeded(); | 100 cacheInfoIfNeeded(context); |
| 100 m_linkStatus = status; | 101 m_linkStatus = status; |
| 101 } | 102 } |
| 102 | 103 |
| 103 void WebGLProgram::increaseLinkCount() | 104 void WebGLProgram::increaseLinkCount() |
| 104 { | 105 { |
| 105 ++m_linkCount; | 106 ++m_linkCount; |
| 106 m_infoValid = false; | 107 m_infoValid = false; |
| 107 } | 108 } |
| 108 | 109 |
| 109 WebGLShader* WebGLProgram::getAttachedShader(GC3Denum type) | 110 WebGLShader* WebGLProgram::getAttachedShader(GC3Denum type) |
| (...skipping 55 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 165 GC3Dint numAttribs = 0; | 166 GC3Dint numAttribs = 0; |
| 166 context3d->getProgramiv(object(), GraphicsContext3D::ACTIVE_ATTRIBUTES, &num Attribs); | 167 context3d->getProgramiv(object(), GraphicsContext3D::ACTIVE_ATTRIBUTES, &num Attribs); |
| 167 m_activeAttribLocations.resize(static_cast<size_t>(numAttribs)); | 168 m_activeAttribLocations.resize(static_cast<size_t>(numAttribs)); |
| 168 for (int i = 0; i < numAttribs; ++i) { | 169 for (int i = 0; i < numAttribs; ++i) { |
| 169 ActiveInfo info; | 170 ActiveInfo info; |
| 170 context3d->getActiveAttrib(object(), i, info); | 171 context3d->getActiveAttrib(object(), i, info); |
| 171 m_activeAttribLocations[i] = context3d->getAttribLocation(object(), info .name.charactersWithNullTermination()); | 172 m_activeAttribLocations[i] = context3d->getAttribLocation(object(), info .name.charactersWithNullTermination()); |
| 172 } | 173 } |
| 173 } | 174 } |
| 174 | 175 |
| 175 void WebGLProgram::cacheInfoIfNeeded() | 176 void WebGLProgram::cacheSamplerLocations(GraphicsContext3D* context3d) |
| 177 { | |
| 178 m_samplerLocationToTextureUnit.clear(); | |
| 179 | |
| 180 GC3Dint numUniforms = 0; | |
| 181 context3d->getProgramiv(object(), GraphicsContext3D::ACTIVE_UNIFORMS, &numUn iforms); | |
| 182 for (int i = 0; i < numUniforms; ++i) { | |
| 183 ActiveInfo info; | |
| 184 context3d->getActiveUniform(object(), i, info); | |
| 185 if (info.type != GraphicsContext3D::SAMPLER_2D && info.type != GraphicsC ontext3D::SAMPLER_CUBE) { | |
| 186 continue; | |
| 187 } | |
| 188 GC3Dint location = context3d->getUniformLocation(object(), info.name.cha ractersWithNullTermination()); | |
| 189 for (int j = 0; location >= 0 && j < info.size; ++j) { | |
|
Ken Russell (switch to Gerrit)
2013/06/19 03:51:24
This inner loop is tricky to understand. Can you a
greggman
2013/06/21 19:54:21
Done.
| |
| 190 GC3Dint nextLocation = -1; | |
| 191 if (j < info.size - 1) { | |
| 192 String elementName(info.name + "[" + String::number(j + 1) + "]" ); | |
| 193 nextLocation = context3d->getUniformLocation(object(), elementNa me.charactersWithNullTermination()); | |
| 194 } | |
| 195 // Add one because HashMap can't store 0 | |
| 196 m_samplerLocationToTextureUnit.add(location + 1, SamplerInfo(info.ty pe, nextLocation)); | |
| 197 location = nextLocation; | |
| 198 } | |
| 199 } | |
| 200 } | |
| 201 | |
| 202 void WebGLProgram::cacheInfoIfNeeded(WebGLRenderingContext* context) | |
| 176 { | 203 { |
| 177 if (m_infoValid) | 204 if (m_infoValid) |
| 178 return; | 205 return; |
| 179 | 206 |
| 180 if (!object()) | 207 if (!object()) |
| 181 return; | 208 return; |
| 182 | 209 |
| 183 GraphicsContext3D* context = getAGraphicsContext3D(); | 210 GraphicsContext3D* gc3d = context->graphicsContext3D(); |
| 184 if (!context) | 211 if (!context) |
| 185 return; | 212 return; |
| 186 GC3Dint linkStatus = 0; | 213 GC3Dint linkStatus = 0; |
| 187 context->getProgramiv(object(), GraphicsContext3D::LINK_STATUS, &linkStatus) ; | 214 gc3d->getProgramiv(object(), GraphicsContext3D::LINK_STATUS, &linkStatus); |
| 188 m_linkStatus = linkStatus; | 215 m_linkStatus = linkStatus; |
| 189 if (m_linkStatus) | 216 if (m_linkStatus) { |
| 190 cacheActiveAttribLocations(context); | 217 cacheActiveAttribLocations(gc3d); |
| 218 cacheSamplerLocations(gc3d); | |
| 219 } | |
| 191 m_infoValid = true; | 220 m_infoValid = true; |
| 192 } | 221 } |
| 193 | 222 |
| 223 void WebGLProgram::setSampler(WebGLRenderingContext* context, GC3Dint location, GC3Dsizei size, const GC3Dint* v) | |
| 224 { | |
| 225 cacheInfoIfNeeded(context); | |
| 226 | |
| 227 for (; location >= 0 && size > 0; --size) { | |
| 228 // Add one because HashMap can't store 0. | |
| 229 SamplerTextureUnitMap::iterator it = m_samplerLocationToTextureUnit.find (location + 1); | |
| 230 if (it == m_samplerLocationToTextureUnit.end()) { | |
| 231 return; | |
| 232 } | |
| 233 it->value.unit = *v++; | |
| 234 location = it->value.nextLocation; | |
|
Ken Russell (switch to Gerrit)
2013/06/19 03:51:24
This chaining together of the locations of uniform
greggman
2013/06/21 19:54:21
added a comment. Or are you suggesting I should us
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| 235 } | |
| 194 } | 236 } |
| 237 | |
| 238 } | |
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