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| 1 // Copyright 2017 The Chromium Authors. All rights reserved. | 1 // Copyright 2017 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 #include "remoting/ios/display/gl_demo_screen.h" | 5 #include "remoting/ios/display/gl_demo_screen.h" |
| 6 | 6 |
| 7 #include "base/logging.h" | 7 #include "base/logging.h" |
| 8 #include "remoting/client/display/canvas.h" | 8 #include "remoting/client/display/canvas.h" |
| 9 #include "remoting/client/display/gl_math.h" | 9 #include "remoting/client/display/gl_math.h" |
| 10 | 10 |
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| 28 "}"; | 28 "}"; |
| 29 | 29 |
| 30 const GLchar* a_position = "a_position"; | 30 const GLchar* a_position = "a_position"; |
| 31 | 31 |
| 32 } // namespace | 32 } // namespace |
| 33 | 33 |
| 34 // This is a demo screen that can be added to the renderer to test the drawable | 34 // This is a demo screen that can be added to the renderer to test the drawable |
| 35 // integration. This will draw an expanding checkerboard pattern to the screen. | 35 // integration. This will draw an expanding checkerboard pattern to the screen. |
| 36 GlDemoScreen::GlDemoScreen() : weak_factory_(this) {} | 36 GlDemoScreen::GlDemoScreen() : weak_factory_(this) {} |
| 37 | 37 |
| 38 GlDemoScreen::~GlDemoScreen() {} | 38 GlDemoScreen::~GlDemoScreen() { |
| 39 DCHECK(thread_checker_.CalledOnValidThread()); |
| 40 } |
| 39 | 41 |
| 40 void GlDemoScreen::SetCanvas(base::WeakPtr<Canvas> canvas) { | 42 void GlDemoScreen::SetCanvas(base::WeakPtr<Canvas> canvas) { |
| 41 canvas_ = canvas; | 43 canvas_ = canvas; |
| 42 | 44 |
| 43 // Create and compile vertex shader. | 45 // Create and compile vertex shader. |
| 44 GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); | 46 GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); |
| 45 glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); | 47 glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); |
| 46 glCompileShader(vertexShader); | 48 glCompileShader(vertexShader); |
| 47 | 49 |
| 48 // Create and compile fragment shader. | 50 // Create and compile fragment shader. |
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| 106 } | 108 } |
| 107 return false; | 109 return false; |
| 108 } | 110 } |
| 109 | 111 |
| 110 base::WeakPtr<Drawable> GlDemoScreen::GetWeakPtr() { | 112 base::WeakPtr<Drawable> GlDemoScreen::GetWeakPtr() { |
| 111 DCHECK(thread_checker_.CalledOnValidThread()); | 113 DCHECK(thread_checker_.CalledOnValidThread()); |
| 112 return weak_factory_.GetWeakPtr(); | 114 return weak_factory_.GetWeakPtr(); |
| 113 } | 115 } |
| 114 | 116 |
| 115 } // namespace remoting | 117 } // namespace remoting |
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