Index: gpu/command_buffer/service/program_manager.cc |
diff --git a/gpu/command_buffer/service/program_manager.cc b/gpu/command_buffer/service/program_manager.cc |
index ec304dbb0f40554457d491ba82173519123450d8..4dd4bc4d68f4076c8371127fac2f5a45e317f6e8 100644 |
--- a/gpu/command_buffer/service/program_manager.cc |
+++ b/gpu/command_buffer/service/program_manager.cc |
@@ -521,65 +521,6 @@ void Program::ExecuteBindAttribLocationCalls() { |
} |
} |
-void ProgramManager::DoCompileShader( |
- Shader* shader, |
- ShaderTranslator* translator, |
- ProgramManager::TranslatedShaderSourceType translated_shader_source_type) { |
- // Translate GL ES 2.0 shader to Desktop GL shader and pass that to |
- // glShaderSource and then glCompileShader. |
- const std::string* source = shader->source(); |
- const char* shader_src = source ? source->c_str() : ""; |
- if (translator) { |
- if (!translator->Translate(shader_src)) { |
- shader->SetStatus(false, translator->info_log(), NULL); |
- return; |
- } |
- shader_src = translator->translated_shader(); |
- if (translated_shader_source_type != kANGLE) |
- shader->UpdateTranslatedSource(shader_src); |
- } |
- |
- glShaderSource(shader->service_id(), 1, &shader_src, NULL); |
- glCompileShader(shader->service_id()); |
- if (translated_shader_source_type == kANGLE) { |
- GLint max_len = 0; |
- glGetShaderiv(shader->service_id(), |
- GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, |
- &max_len); |
- scoped_ptr<char[]> temp(new char[max_len]); |
- GLint len = 0; |
- glGetTranslatedShaderSourceANGLE( |
- shader->service_id(), max_len, &len, temp.get()); |
- DCHECK(max_len == 0 || len < max_len); |
- DCHECK(len == 0 || temp[len] == '\0'); |
- shader->UpdateTranslatedSource(max_len ? temp.get() : NULL); |
- } |
- |
- GLint status = GL_FALSE; |
- glGetShaderiv(shader->service_id(), GL_COMPILE_STATUS, &status); |
- if (status) { |
- shader->SetStatus(true, "", translator); |
- } else { |
- // We cannot reach here if we are using the shader translator. |
- // All invalid shaders must be rejected by the translator. |
- // All translated shaders must compile. |
- GLint max_len = 0; |
- glGetShaderiv(shader->service_id(), GL_INFO_LOG_LENGTH, &max_len); |
- scoped_ptr<char[]> temp(new char[max_len]); |
- GLint len = 0; |
- glGetShaderInfoLog(shader->service_id(), max_len, &len, temp.get()); |
- DCHECK(max_len == 0 || len < max_len); |
- DCHECK(len == 0 || temp[len] == '\0'); |
- shader->SetStatus(false, std::string(temp.get(), len).c_str(), NULL); |
- LOG_IF(ERROR, translator) |
- << "Shader translator allowed/produced an invalid shader " |
- << "unless the driver is buggy:" |
- << "\n--original-shader--\n" << (source ? *source : std::string()) |
- << "\n--translated-shader--\n" << shader_src << "\n--info-log--\n" |
- << *shader->log_info(); |
- } |
-} |
- |
bool Program::Link(ShaderManager* manager, |
ShaderTranslator* vertex_translator, |
ShaderTranslator* fragment_translator, |
@@ -623,12 +564,12 @@ bool Program::Link(ShaderManager* manager, |
bool link = true; |
ProgramCache* cache = manager_->program_cache_; |
if (cache) { |
- DCHECK(attached_shaders_[0]->signature_source() && |
- attached_shaders_[1]->signature_source()); |
+ DCHECK(!attached_shaders_[0]->signature_source().empty() && |
+ !attached_shaders_[1]->signature_source().empty()); |
ProgramCache::LinkedProgramStatus status = cache->GetLinkedProgramStatus( |
- *attached_shaders_[0]->signature_source(), |
+ attached_shaders_[0]->signature_source(), |
vertex_translator, |
- *attached_shaders_[1]->signature_source(), |
+ attached_shaders_[1]->signature_source(), |
fragment_translator, |
&bind_attrib_location_map_); |
@@ -1041,7 +982,7 @@ void Program::DetachShaders(ShaderManager* shader_manager) { |
bool Program::CanLink() const { |
for (int ii = 0; ii < kMaxAttachedShaders; ++ii) { |
- if (!attached_shaders_[ii].get() || !attached_shaders_[ii]->IsValid()) { |
+ if (!attached_shaders_[ii].get() || !attached_shaders_[ii]->valid()) { |
return false; |
} |
} |
@@ -1055,7 +996,7 @@ bool Program::DetectAttribLocationBindingConflicts() const { |
// Find out if an attribute is declared in this program's shaders. |
bool active = false; |
for (int ii = 0; ii < kMaxAttachedShaders; ++ii) { |
- if (!attached_shaders_[ii].get() || !attached_shaders_[ii]->IsValid()) |
+ if (!attached_shaders_[ii].get() || !attached_shaders_[ii]->valid()) |
continue; |
if (attached_shaders_[ii]->GetAttribInfo(it->first)) { |
active = true; |