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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 #include "cc/output/program_binding.h" | 5 #include "cc/output/program_binding.h" |
6 | 6 |
7 #include "base/debug/trace_event.h" | 7 #include "base/debug/trace_event.h" |
8 #include "cc/output/geometry_binding.h" | 8 #include "cc/output/geometry_binding.h" |
9 #include "cc/output/gl_renderer.h" // For the GLC() macro. | 9 #include "cc/output/gl_renderer.h" // For the GLC() macro. |
10 #include "third_party/WebKit/public/platform/WebGraphicsContext3D.h" | 10 #include "third_party/WebKit/public/platform/WebGraphicsContext3D.h" |
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21 initialized_(false) {} | 21 initialized_(false) {} |
22 | 22 |
23 ProgramBindingBase::~ProgramBindingBase() { | 23 ProgramBindingBase::~ProgramBindingBase() { |
24 // If you hit these asserts, you initialized but forgot to call Cleanup(). | 24 // If you hit these asserts, you initialized but forgot to call Cleanup(). |
25 DCHECK(!program_); | 25 DCHECK(!program_); |
26 DCHECK(!vertex_shader_id_); | 26 DCHECK(!vertex_shader_id_); |
27 DCHECK(!fragment_shader_id_); | 27 DCHECK(!fragment_shader_id_); |
28 DCHECK(!initialized_); | 28 DCHECK(!initialized_); |
29 } | 29 } |
30 | 30 |
31 void ProgramBindingBase::Init(WebGraphicsContext3D* context, | 31 bool ProgramBindingBase::Init(WebGraphicsContext3D* context, |
32 const std::string& vertex_shader, | 32 const std::string& vertex_shader, |
33 const std::string& fragment_shader) { | 33 const std::string& fragment_shader) { |
34 TRACE_EVENT0("cc", "ProgramBindingBase::init"); | 34 TRACE_EVENT0("cc", "ProgramBindingBase::init"); |
35 vertex_shader_id_ = LoadShader(context, GL_VERTEX_SHADER, vertex_shader); | 35 vertex_shader_id_ = LoadShader(context, GL_VERTEX_SHADER, vertex_shader); |
36 if (!vertex_shader_id_) { | 36 if (!vertex_shader_id_) |
37 if (!IsContextLost(context)) | 37 return false; |
38 LOG(ERROR) << "Failed to create vertex shader"; | |
39 return; | |
40 } | |
41 | 38 |
42 fragment_shader_id_ = | 39 fragment_shader_id_ = |
43 LoadShader(context, GL_FRAGMENT_SHADER, fragment_shader); | 40 LoadShader(context, GL_FRAGMENT_SHADER, fragment_shader); |
44 if (!fragment_shader_id_) { | 41 if (!fragment_shader_id_) { |
45 GLC(context, context->deleteShader(vertex_shader_id_)); | 42 GLC(context, context->deleteShader(vertex_shader_id_)); |
46 vertex_shader_id_ = 0; | 43 vertex_shader_id_ = 0; |
47 if (!IsContextLost(context)) | 44 return false; |
48 LOG(ERROR) << "Failed to create fragment shader"; | |
49 return; | |
50 } | 45 } |
51 | 46 |
52 program_ = | 47 program_ = |
53 CreateShaderProgram(context, vertex_shader_id_, fragment_shader_id_); | 48 CreateShaderProgram(context, vertex_shader_id_, fragment_shader_id_); |
54 DCHECK(program_ || IsContextLost(context)); | 49 return !!program_; |
55 } | 50 } |
56 | 51 |
57 void ProgramBindingBase::Link(WebGraphicsContext3D* context) { | 52 bool ProgramBindingBase::Link(WebGraphicsContext3D* context) { |
58 GLC(context, context->linkProgram(program_)); | 53 GLC(context, context->linkProgram(program_)); |
59 CleanupShaders(context); | 54 CleanupShaders(context); |
60 if (!program_) | 55 if (!program_) |
61 return; | 56 return false; |
62 #ifndef NDEBUG | 57 #ifndef NDEBUG |
63 int linked = 0; | 58 int linked = 0; |
64 GLC(context, context->getProgramiv(program_, GL_LINK_STATUS, &linked)); | 59 GLC(context, context->getProgramiv(program_, GL_LINK_STATUS, &linked)); |
65 if (!linked) { | 60 if (!linked) { |
66 if (!IsContextLost(context)) | |
67 LOG(ERROR) << "Failed to link shader program"; | |
68 GLC(context, context->deleteProgram(program_)); | 61 GLC(context, context->deleteProgram(program_)); |
| 62 return false; |
69 } | 63 } |
70 #endif | 64 #endif |
| 65 return true; |
71 } | 66 } |
72 | 67 |
73 void ProgramBindingBase::Cleanup(WebGraphicsContext3D* context) { | 68 void ProgramBindingBase::Cleanup(WebGraphicsContext3D* context) { |
| 69 if (!initialized_) |
| 70 return; |
| 71 |
74 initialized_ = false; | 72 initialized_ = false; |
75 if (!program_) | 73 if (!program_) |
76 return; | 74 return; |
77 | 75 |
78 DCHECK(context); | 76 DCHECK(context); |
79 GLC(context, context->deleteProgram(program_)); | 77 GLC(context, context->deleteProgram(program_)); |
80 program_ = 0; | 78 program_ = 0; |
81 | 79 |
82 CleanupShaders(context); | 80 CleanupShaders(context); |
83 } | 81 } |
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98 return 0; | 96 return 0; |
99 } | 97 } |
100 #endif | 98 #endif |
101 return shader; | 99 return shader; |
102 } | 100 } |
103 | 101 |
104 unsigned ProgramBindingBase::CreateShaderProgram(WebGraphicsContext3D* context, | 102 unsigned ProgramBindingBase::CreateShaderProgram(WebGraphicsContext3D* context, |
105 unsigned vertex_shader, | 103 unsigned vertex_shader, |
106 unsigned fragment_shader) { | 104 unsigned fragment_shader) { |
107 unsigned program_object = context->createProgram(); | 105 unsigned program_object = context->createProgram(); |
108 if (!program_object) { | 106 if (!program_object) |
109 if (!IsContextLost(context)) | |
110 LOG(ERROR) << "Failed to create shader program"; | |
111 return 0; | 107 return 0; |
112 } | |
113 | 108 |
114 GLC(context, context->attachShader(program_object, vertex_shader)); | 109 GLC(context, context->attachShader(program_object, vertex_shader)); |
115 GLC(context, context->attachShader(program_object, fragment_shader)); | 110 GLC(context, context->attachShader(program_object, fragment_shader)); |
116 | 111 |
117 // Bind the common attrib locations. | 112 // Bind the common attrib locations. |
118 GLC(context, | 113 GLC(context, |
119 context->bindAttribLocation(program_object, | 114 context->bindAttribLocation(program_object, |
120 GeometryBinding::PositionAttribLocation(), | 115 GeometryBinding::PositionAttribLocation(), |
121 "a_position")); | 116 "a_position")); |
122 GLC(context, | 117 GLC(context, |
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136 if (vertex_shader_id_) { | 131 if (vertex_shader_id_) { |
137 GLC(context, context->deleteShader(vertex_shader_id_)); | 132 GLC(context, context->deleteShader(vertex_shader_id_)); |
138 vertex_shader_id_ = 0; | 133 vertex_shader_id_ = 0; |
139 } | 134 } |
140 if (fragment_shader_id_) { | 135 if (fragment_shader_id_) { |
141 GLC(context, context->deleteShader(fragment_shader_id_)); | 136 GLC(context, context->deleteShader(fragment_shader_id_)); |
142 fragment_shader_id_ = 0; | 137 fragment_shader_id_ = 0; |
143 } | 138 } |
144 } | 139 } |
145 | 140 |
146 bool ProgramBindingBase::IsContextLost(WebGraphicsContext3D* context) { | |
147 return (context->getGraphicsResetStatusARB() != GL_NO_ERROR); | |
148 } | |
149 | |
150 } // namespace cc | 141 } // namespace cc |
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