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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 14 matching lines...) Expand all Loading... |
| 25 namespace cc { | 25 namespace cc { |
| 26 | 26 |
| 27 class ProgramBindingBase { | 27 class ProgramBindingBase { |
| 28 public: | 28 public: |
| 29 ProgramBindingBase(); | 29 ProgramBindingBase(); |
| 30 ~ProgramBindingBase(); | 30 ~ProgramBindingBase(); |
| 31 | 31 |
| 32 bool Init(gpu::gles2::GLES2Interface* context, | 32 bool Init(gpu::gles2::GLES2Interface* context, |
| 33 const std::string& vertex_shader, | 33 const std::string& vertex_shader, |
| 34 const std::string& fragment_shader); | 34 const std::string& fragment_shader); |
| 35 bool Link(gpu::gles2::GLES2Interface* context); | 35 bool Link(gpu::gles2::GLES2Interface* context, |
| 36 const std::string& vertex_source, |
| 37 const std::string& fragment_source); |
| 36 void Cleanup(gpu::gles2::GLES2Interface* context); | 38 void Cleanup(gpu::gles2::GLES2Interface* context); |
| 37 | 39 |
| 38 unsigned program() const { return program_; } | 40 unsigned program() const { return program_; } |
| 39 bool initialized() const { return initialized_; } | 41 bool initialized() const { return initialized_; } |
| 40 | 42 |
| 41 protected: | 43 protected: |
| 42 unsigned LoadShader(gpu::gles2::GLES2Interface* context, | 44 unsigned LoadShader(gpu::gles2::GLES2Interface* context, |
| 43 unsigned type, | 45 unsigned type, |
| 44 const std::string& shader_source); | 46 const std::string& shader_source); |
| 45 unsigned CreateShaderProgram(gpu::gles2::GLES2Interface* context, | 47 unsigned CreateShaderProgram(gpu::gles2::GLES2Interface* context, |
| (...skipping 350 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 396 fragment_shader_.uv_texture_mode_ = key.uv_texture_mode_; | 398 fragment_shader_.uv_texture_mode_ = key.uv_texture_mode_; |
| 397 } | 399 } |
| 398 | 400 |
| 399 void InitializeInternal(ContextProvider* context_provider) { | 401 void InitializeInternal(ContextProvider* context_provider) { |
| 400 DCHECK(context_provider); | 402 DCHECK(context_provider); |
| 401 DCHECK(!initialized_); | 403 DCHECK(!initialized_); |
| 402 | 404 |
| 403 if (IsContextLost(context_provider->ContextGL())) | 405 if (IsContextLost(context_provider->ContextGL())) |
| 404 return; | 406 return; |
| 405 | 407 |
| 406 if (!ProgramBindingBase::Init(context_provider->ContextGL(), | 408 std::string vertex_source = vertex_shader_.GetShaderString(); |
| 407 vertex_shader_.GetShaderString(), | 409 std::string fragment_source = fragment_shader_.GetShaderString(); |
| 408 fragment_shader_.GetShaderString())) { | 410 if (!ProgramBindingBase::Init(context_provider->ContextGL(), vertex_source, |
| 411 fragment_source)) { |
| 409 DCHECK(IsContextLost(context_provider->ContextGL())); | 412 DCHECK(IsContextLost(context_provider->ContextGL())); |
| 410 return; | 413 return; |
| 411 } | 414 } |
| 412 | 415 |
| 413 int base_uniform_index = 0; | 416 int base_uniform_index = 0; |
| 414 vertex_shader_.Init(context_provider->ContextGL(), | 417 vertex_shader_.Init(context_provider->ContextGL(), |
| 415 program_, &base_uniform_index); | 418 program_, &base_uniform_index); |
| 416 fragment_shader_.Init(context_provider->ContextGL(), | 419 fragment_shader_.Init(context_provider->ContextGL(), |
| 417 program_, &base_uniform_index); | 420 program_, &base_uniform_index); |
| 418 | 421 |
| 419 // Link after binding uniforms | 422 // Link after binding uniforms |
| 420 if (!Link(context_provider->ContextGL())) { | 423 if (!Link(context_provider->ContextGL(), vertex_source, fragment_source)) { |
| 421 DCHECK(IsContextLost(context_provider->ContextGL())); | 424 DCHECK(IsContextLost(context_provider->ContextGL())); |
| 422 return; | 425 return; |
| 423 } | 426 } |
| 424 | 427 |
| 425 initialized_ = true; | 428 initialized_ = true; |
| 426 } | 429 } |
| 427 | 430 |
| 428 VertexShader vertex_shader_; | 431 VertexShader vertex_shader_; |
| 429 FragmentShader fragment_shader_; | 432 FragmentShader fragment_shader_; |
| 430 | 433 |
| 431 DISALLOW_COPY_AND_ASSIGN(Program); | 434 DISALLOW_COPY_AND_ASSIGN(Program); |
| 432 }; | 435 }; |
| 433 | 436 |
| 434 } // namespace cc | 437 } // namespace cc |
| 435 | 438 |
| 436 #endif // CC_OUTPUT_PROGRAM_BINDING_H_ | 439 #endif // CC_OUTPUT_PROGRAM_BINDING_H_ |
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