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Side by Side Diff: cc/output/program_binding.h

Issue 2626823002: The great shader refactor: Separate initialization from ctor (Closed)
Patch Set: Created 3 years, 11 months ago
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1 // Copyright 2011 The Chromium Authors. All rights reserved. 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 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 #ifndef CC_OUTPUT_PROGRAM_BINDING_H_ 5 #ifndef CC_OUTPUT_PROGRAM_BINDING_H_
6 #define CC_OUTPUT_PROGRAM_BINDING_H_ 6 #define CC_OUTPUT_PROGRAM_BINDING_H_
7 7
8 #include <string> 8 #include <string>
9 9
10 #include "base/logging.h" 10 #include "base/logging.h"
(...skipping 44 matching lines...) Expand 10 before | Expand all | Expand 10 after
55 }; 55 };
56 56
57 template <class VertexShader, class FragmentShader> 57 template <class VertexShader, class FragmentShader>
58 class ProgramBinding : public ProgramBindingBase { 58 class ProgramBinding : public ProgramBindingBase {
59 public: 59 public:
60 ProgramBinding() {} 60 ProgramBinding() {}
61 61
62 void Initialize(ContextProvider* context_provider, 62 void Initialize(ContextProvider* context_provider,
63 TexCoordPrecision precision, 63 TexCoordPrecision precision,
64 SamplerType sampler) { 64 SamplerType sampler) {
65 return Initialize( 65 Initialize(context_provider, precision, sampler, BLEND_MODE_NONE, false);
66 context_provider, precision, sampler, BLEND_MODE_NONE, false);
67 } 66 }
68 67
69 void Initialize(ContextProvider* context_provider, 68 void Initialize(ContextProvider* context_provider,
70 TexCoordPrecision precision, 69 TexCoordPrecision precision,
71 SamplerType sampler, 70 SamplerType sampler,
72 BlendMode blend_mode) { 71 BlendMode blend_mode) {
73 return Initialize( 72 Initialize(context_provider, precision, sampler, blend_mode, false);
74 context_provider, precision, sampler, blend_mode, false); 73 }
74
75 void InitializeVideoYUV(ContextProvider* context_provider,
76 TexCoordPrecision precision,
77 SamplerType sampler,
78 bool use_alpha_plane,
79 bool use_nv12,
80 bool use_color_lut) {
81 fragment_shader_.use_alpha_texture_ = use_alpha_plane;
82 fragment_shader_.use_nv12_ = use_nv12;
83 fragment_shader_.use_color_lut_ = use_color_lut;
84 Initialize(context_provider, precision, sampler);
75 } 85 }
76 86
77 void Initialize(ContextProvider* context_provider, 87 void Initialize(ContextProvider* context_provider,
78 TexCoordPrecision precision, 88 TexCoordPrecision precision,
79 SamplerType sampler, 89 SamplerType sampler,
80 BlendMode blend_mode, 90 BlendMode blend_mode,
81 bool mask_for_background) { 91 bool mask_for_background) {
92 vertex_shader_.SetSubclassProperties();
93 fragment_shader_.SetSubclassProperties();
94 fragment_shader_.blend_mode_ = blend_mode;
95 fragment_shader_.mask_for_background_ = mask_for_background;
96 fragment_shader_.tex_coord_precision_ = precision;
97 fragment_shader_.sampler_type_ = sampler;
98 InitializeInternal(context_provider);
99 }
100
101 const VertexShader& vertex_shader() const { return vertex_shader_; }
102 const FragmentShader& fragment_shader() const { return fragment_shader_; }
103
104 private:
105 void InitializeInternal(ContextProvider* context_provider) {
82 DCHECK(context_provider); 106 DCHECK(context_provider);
83 DCHECK(!initialized_); 107 DCHECK(!initialized_);
84 108
85 if (IsContextLost(context_provider->ContextGL())) 109 if (IsContextLost(context_provider->ContextGL()))
86 return; 110 return;
87 111
88 fragment_shader_.set_blend_mode(blend_mode); 112 if (!ProgramBindingBase::Init(context_provider->ContextGL(),
89 fragment_shader_.set_mask_for_background(mask_for_background); 113 vertex_shader_.GetShaderString(),
90 114 fragment_shader_.GetShaderString())) {
91 if (!ProgramBindingBase::Init(
92 context_provider->ContextGL(),
93 vertex_shader_.GetShaderString(),
94 fragment_shader_.GetShaderString(precision, sampler))) {
95 DCHECK(IsContextLost(context_provider->ContextGL())); 115 DCHECK(IsContextLost(context_provider->ContextGL()));
96 return; 116 return;
97 } 117 }
98 118
99 int base_uniform_index = 0; 119 int base_uniform_index = 0;
100 vertex_shader_.Init(context_provider->ContextGL(), 120 vertex_shader_.Init(context_provider->ContextGL(),
101 program_, &base_uniform_index); 121 program_, &base_uniform_index);
102 fragment_shader_.Init(context_provider->ContextGL(), 122 fragment_shader_.Init(context_provider->ContextGL(),
103 program_, &base_uniform_index); 123 program_, &base_uniform_index);
104 124
105 // Link after binding uniforms 125 // Link after binding uniforms
106 if (!Link(context_provider->ContextGL())) { 126 if (!Link(context_provider->ContextGL())) {
107 DCHECK(IsContextLost(context_provider->ContextGL())); 127 DCHECK(IsContextLost(context_provider->ContextGL()));
108 return; 128 return;
109 } 129 }
110 130
111 initialized_ = true; 131 initialized_ = true;
112 } 132 }
113 133
114 const VertexShader& vertex_shader() const { return vertex_shader_; }
115 const FragmentShader& fragment_shader() const { return fragment_shader_; }
116 FragmentShader* mutable_fragment_shader() { return &fragment_shader_; }
117
118 private:
119 VertexShader vertex_shader_; 134 VertexShader vertex_shader_;
120 FragmentShader fragment_shader_; 135 FragmentShader fragment_shader_;
121 136
122 DISALLOW_COPY_AND_ASSIGN(ProgramBinding); 137 DISALLOW_COPY_AND_ASSIGN(ProgramBinding);
123 }; 138 };
124 139
125 } // namespace cc 140 } // namespace cc
126 141
127 #endif // CC_OUTPUT_PROGRAM_BINDING_H_ 142 #endif // CC_OUTPUT_PROGRAM_BINDING_H_
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