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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" |
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34 unsigned CreateShaderProgram(WebKit::WebGraphicsContext3D* context, | 34 unsigned CreateShaderProgram(WebKit::WebGraphicsContext3D* context, |
35 unsigned vertex_shader, | 35 unsigned vertex_shader, |
36 unsigned fragment_shader); | 36 unsigned fragment_shader); |
37 void CleanupShaders(WebKit::WebGraphicsContext3D* context); | 37 void CleanupShaders(WebKit::WebGraphicsContext3D* context); |
38 bool IsContextLost(WebKit::WebGraphicsContext3D* context); | 38 bool IsContextLost(WebKit::WebGraphicsContext3D* context); |
39 | 39 |
40 unsigned program_; | 40 unsigned program_; |
41 unsigned vertex_shader_id_; | 41 unsigned vertex_shader_id_; |
42 unsigned fragment_shader_id_; | 42 unsigned fragment_shader_id_; |
43 bool initialized_; | 43 bool initialized_; |
| 44 |
| 45 private: |
| 46 DISALLOW_COPY_AND_ASSIGN(ProgramBindingBase); |
44 }; | 47 }; |
45 | 48 |
46 template <class VertexShader, class FragmentShader> | 49 template <class VertexShader, class FragmentShader> |
47 class ProgramBinding : public ProgramBindingBase { | 50 class ProgramBinding : public ProgramBindingBase { |
48 public: | 51 public: |
49 explicit ProgramBinding(WebKit::WebGraphicsContext3D* context) { | 52 explicit ProgramBinding(WebKit::WebGraphicsContext3D* context) { |
50 ProgramBindingBase::Init(context, | 53 ProgramBindingBase::Init(context, |
51 vertex_shader_.GetShaderString(), | 54 vertex_shader_.GetShaderString(), |
52 fragment_shader_.GetShaderString()); | 55 fragment_shader_.GetShaderString()); |
53 } | 56 } |
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76 | 79 |
77 initialized_ = true; | 80 initialized_ = true; |
78 } | 81 } |
79 | 82 |
80 const VertexShader& vertex_shader() const { return vertex_shader_; } | 83 const VertexShader& vertex_shader() const { return vertex_shader_; } |
81 const FragmentShader& fragment_shader() const { return fragment_shader_; } | 84 const FragmentShader& fragment_shader() const { return fragment_shader_; } |
82 | 85 |
83 private: | 86 private: |
84 VertexShader vertex_shader_; | 87 VertexShader vertex_shader_; |
85 FragmentShader fragment_shader_; | 88 FragmentShader fragment_shader_; |
| 89 |
| 90 DISALLOW_COPY_AND_ASSIGN(ProgramBinding); |
86 }; | 91 }; |
87 | 92 |
88 } // namespace cc | 93 } // namespace cc |
89 | 94 |
90 #endif // CC_OUTPUT_PROGRAM_BINDING_H_ | 95 #endif // CC_OUTPUT_PROGRAM_BINDING_H_ |
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