| OLD | NEW |
| 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 "config.h" | 5 #include "config.h" |
| 6 | 6 |
| 7 #include "cc/program_binding.h" | 7 #include "cc/program_binding.h" |
| 8 | 8 |
| 9 #include "CCRendererGL.h" // For the GLC() macro. | 9 #include "CCRendererGL.h" // For the GLC() macro. |
| 10 #include "GraphicsContext3D.h" | 10 #include "GraphicsContext3D.h" |
| 11 #include "base/debug/trace_event.h" | 11 #include "base/debug/trace_event.h" |
| 12 #include "cc/geometry_binding.h" | 12 #include "cc/geometry_binding.h" |
| 13 #include <public/WebGraphicsContext3D.h> | 13 #include <public/WebGraphicsContext3D.h> |
| 14 | 14 |
| 15 using WebKit::WebGraphicsContext3D; | 15 using WebKit::WebGraphicsContext3D; |
| 16 | 16 |
| 17 namespace cc { | 17 namespace cc { |
| 18 | 18 |
| 19 ProgramBindingBase::ProgramBindingBase() | 19 ProgramBindingBase::ProgramBindingBase() |
| 20 : m_program(0) | 20 : m_program(0) |
| 21 , m_vertexShaderId(0) | 21 , m_vertexShaderId(0) |
| 22 , m_fragmentShaderId(0) | 22 , m_fragmentShaderId(0) |
| 23 , m_initialized(false) | 23 , m_initialized(false) |
| 24 { | 24 { |
| 25 } | 25 } |
| 26 | 26 |
| 27 ProgramBindingBase::~ProgramBindingBase() | 27 ProgramBindingBase::~ProgramBindingBase() |
| 28 { | 28 { |
| 29 // If you hit these asserts, you initialized but forgot to call cleanup(). | 29 // If you hit these asserts, you initialized but forgot to call cleanup(). |
| 30 ASSERT(!m_program); | 30 DCHECK(!m_program); |
| 31 ASSERT(!m_vertexShaderId); | 31 DCHECK(!m_vertexShaderId); |
| 32 ASSERT(!m_fragmentShaderId); | 32 DCHECK(!m_fragmentShaderId); |
| 33 ASSERT(!m_initialized); | 33 DCHECK(!m_initialized); |
| 34 } | 34 } |
| 35 | 35 |
| 36 static bool contextLost(WebGraphicsContext3D* context) | 36 static bool contextLost(WebGraphicsContext3D* context) |
| 37 { | 37 { |
| 38 return (context->getGraphicsResetStatusARB() != GraphicsContext3D::NO_ERROR)
; | 38 return (context->getGraphicsResetStatusARB() != GraphicsContext3D::NO_ERROR)
; |
| 39 } | 39 } |
| 40 | 40 |
| 41 | 41 |
| 42 void ProgramBindingBase::init(WebGraphicsContext3D* context, const std::string&
vertexShader, const std::string& fragmentShader) | 42 void ProgramBindingBase::init(WebGraphicsContext3D* context, const std::string&
vertexShader, const std::string& fragmentShader) |
| 43 { | 43 { |
| 44 TRACE_EVENT0("cc", "ProgramBindingBase::init"); | 44 TRACE_EVENT0("cc", "ProgramBindingBase::init"); |
| 45 m_vertexShaderId = loadShader(context, GraphicsContext3D::VERTEX_SHADER, ver
texShader); | 45 m_vertexShaderId = loadShader(context, GraphicsContext3D::VERTEX_SHADER, ver
texShader); |
| 46 if (!m_vertexShaderId) { | 46 if (!m_vertexShaderId) { |
| 47 if (!contextLost(context)) | 47 if (!contextLost(context)) |
| 48 LOG_ERROR("Failed to create vertex shader"); | 48 LOG(ERROR) << "Failed to create vertex shader"; |
| 49 return; | 49 return; |
| 50 } | 50 } |
| 51 | 51 |
| 52 m_fragmentShaderId = loadShader(context, GraphicsContext3D::FRAGMENT_SHADER,
fragmentShader); | 52 m_fragmentShaderId = loadShader(context, GraphicsContext3D::FRAGMENT_SHADER,
fragmentShader); |
| 53 if (!m_fragmentShaderId) { | 53 if (!m_fragmentShaderId) { |
| 54 GLC(context, context->deleteShader(m_vertexShaderId)); | 54 GLC(context, context->deleteShader(m_vertexShaderId)); |
| 55 m_vertexShaderId = 0; | 55 m_vertexShaderId = 0; |
| 56 if (!contextLost(context)) | 56 if (!contextLost(context)) |
| 57 LOG_ERROR("Failed to create fragment shader"); | 57 LOG(ERROR) << "Failed to create fragment shader"; |
| 58 return; | 58 return; |
| 59 } | 59 } |
| 60 | 60 |
| 61 m_program = createShaderProgram(context, m_vertexShaderId, m_fragmentShaderI
d); | 61 m_program = createShaderProgram(context, m_vertexShaderId, m_fragmentShaderI
d); |
| 62 ASSERT(m_program || contextLost(context)); | 62 DCHECK(m_program || contextLost(context)); |
| 63 } | 63 } |
| 64 | 64 |
| 65 void ProgramBindingBase::link(WebGraphicsContext3D* context) | 65 void ProgramBindingBase::link(WebGraphicsContext3D* context) |
| 66 { | 66 { |
| 67 GLC(context, context->linkProgram(m_program)); | 67 GLC(context, context->linkProgram(m_program)); |
| 68 cleanupShaders(context); | 68 cleanupShaders(context); |
| 69 #ifndef NDEBUG | 69 #ifndef NDEBUG |
| 70 int linked = 0; | 70 int linked = 0; |
| 71 GLC(context, context->getProgramiv(m_program, GraphicsContext3D::LINK_STATUS
, &linked)); | 71 GLC(context, context->getProgramiv(m_program, GraphicsContext3D::LINK_STATUS
, &linked)); |
| 72 if (!linked) { | 72 if (!linked) { |
| 73 if (!contextLost(context)) | 73 if (!contextLost(context)) |
| 74 LOG_ERROR("Failed to link shader program"); | 74 LOG(ERROR) << "Failed to link shader program"; |
| 75 GLC(context, context->deleteProgram(m_program)); | 75 GLC(context, context->deleteProgram(m_program)); |
| 76 return; | |
| 77 } | 76 } |
| 78 #endif | 77 #endif |
| 79 } | 78 } |
| 80 | 79 |
| 81 void ProgramBindingBase::cleanup(WebGraphicsContext3D* context) | 80 void ProgramBindingBase::cleanup(WebGraphicsContext3D* context) |
| 82 { | 81 { |
| 83 m_initialized = false; | 82 m_initialized = false; |
| 84 if (!m_program) | 83 if (!m_program) |
| 85 return; | 84 return; |
| 86 | 85 |
| 87 ASSERT(context); | 86 DCHECK(context); |
| 88 GLC(context, context->deleteProgram(m_program)); | 87 GLC(context, context->deleteProgram(m_program)); |
| 89 m_program = 0; | 88 m_program = 0; |
| 90 | 89 |
| 91 cleanupShaders(context); | 90 cleanupShaders(context); |
| 92 } | 91 } |
| 93 | 92 |
| 94 unsigned ProgramBindingBase::loadShader(WebGraphicsContext3D* context, unsigned
type, const std::string& shaderSource) | 93 unsigned ProgramBindingBase::loadShader(WebGraphicsContext3D* context, unsigned
type, const std::string& shaderSource) |
| 95 { | 94 { |
| 96 unsigned shader = context->createShader(type); | 95 unsigned shader = context->createShader(type); |
| 97 if (!shader) | 96 if (!shader) |
| 98 return 0; | 97 return 0; |
| 99 GLC(context, context->shaderSource(shader, shaderSource.data())); | 98 GLC(context, context->shaderSource(shader, shaderSource.data())); |
| 100 GLC(context, context->compileShader(shader)); | 99 GLC(context, context->compileShader(shader)); |
| 101 #ifndef NDEBUG | 100 #ifndef NDEBUG |
| 102 int compiled = 0; | 101 int compiled = 0; |
| 103 GLC(context, context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS,
&compiled)); | 102 GLC(context, context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS,
&compiled)); |
| 104 if (!compiled) { | 103 if (!compiled) { |
| 105 GLC(context, context->deleteShader(shader)); | 104 GLC(context, context->deleteShader(shader)); |
| 106 return 0; | 105 return 0; |
| 107 } | 106 } |
| 108 #endif | 107 #endif |
| 109 return shader; | 108 return shader; |
| 110 } | 109 } |
| 111 | 110 |
| 112 unsigned ProgramBindingBase::createShaderProgram(WebGraphicsContext3D* context,
unsigned vertexShader, unsigned fragmentShader) | 111 unsigned ProgramBindingBase::createShaderProgram(WebGraphicsContext3D* context,
unsigned vertexShader, unsigned fragmentShader) |
| 113 { | 112 { |
| 114 unsigned programObject = context->createProgram(); | 113 unsigned programObject = context->createProgram(); |
| 115 if (!programObject) { | 114 if (!programObject) { |
| 116 if (!contextLost(context)) | 115 if (!contextLost(context)) |
| 117 LOG_ERROR("Failed to create shader program"); | 116 LOG(ERROR) << "Failed to create shader program"; |
| 118 return 0; | 117 return 0; |
| 119 } | 118 } |
| 120 | 119 |
| 121 GLC(context, context->attachShader(programObject, vertexShader)); | 120 GLC(context, context->attachShader(programObject, vertexShader)); |
| 122 GLC(context, context->attachShader(programObject, fragmentShader)); | 121 GLC(context, context->attachShader(programObject, fragmentShader)); |
| 123 | 122 |
| 124 // Bind the common attrib locations. | 123 // Bind the common attrib locations. |
| 125 GLC(context, context->bindAttribLocation(programObject, GeometryBinding::pos
itionAttribLocation(), "a_position")); | 124 GLC(context, context->bindAttribLocation(programObject, GeometryBinding::pos
itionAttribLocation(), "a_position")); |
| 126 GLC(context, context->bindAttribLocation(programObject, GeometryBinding::tex
CoordAttribLocation(), "a_texCoord")); | 125 GLC(context, context->bindAttribLocation(programObject, GeometryBinding::tex
CoordAttribLocation(), "a_texCoord")); |
| 127 | 126 |
| 128 return programObject; | 127 return programObject; |
| 129 } | 128 } |
| 130 | 129 |
| 131 void ProgramBindingBase::cleanupShaders(WebGraphicsContext3D* context) | 130 void ProgramBindingBase::cleanupShaders(WebGraphicsContext3D* context) |
| 132 { | 131 { |
| 133 if (m_vertexShaderId) { | 132 if (m_vertexShaderId) { |
| 134 GLC(context, context->deleteShader(m_vertexShaderId)); | 133 GLC(context, context->deleteShader(m_vertexShaderId)); |
| 135 m_vertexShaderId = 0; | 134 m_vertexShaderId = 0; |
| 136 } | 135 } |
| 137 if (m_fragmentShaderId) { | 136 if (m_fragmentShaderId) { |
| 138 GLC(context, context->deleteShader(m_fragmentShaderId)); | 137 GLC(context, context->deleteShader(m_fragmentShaderId)); |
| 139 m_fragmentShaderId = 0; | 138 m_fragmentShaderId = 0; |
| 140 } | 139 } |
| 141 } | 140 } |
| 142 | 141 |
| 143 } // namespace cc | 142 } // namespace cc |
| OLD | NEW |