| // Copyright 2011 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include "config.h" |
| |
| #if USE(ACCELERATED_COMPOSITING) |
| |
| #include "ProgramBinding.h" |
| |
| #include "CCRendererGL.h" // For the GLC() macro. |
| #include "GeometryBinding.h" |
| #include "GraphicsContext3D.h" |
| #include "TraceEvent.h" |
| #include <public/WebGraphicsContext3D.h> |
| |
| using WebKit::WebGraphicsContext3D; |
| |
| namespace cc { |
| |
| ProgramBindingBase::ProgramBindingBase() |
| : m_program(0) |
| , m_vertexShaderId(0) |
| , m_fragmentShaderId(0) |
| , m_initialized(false) |
| { |
| } |
| |
| ProgramBindingBase::~ProgramBindingBase() |
| { |
| // If you hit these asserts, you initialized but forgot to call cleanup(). |
| ASSERT(!m_program); |
| ASSERT(!m_vertexShaderId); |
| ASSERT(!m_fragmentShaderId); |
| ASSERT(!m_initialized); |
| } |
| |
| static bool contextLost(WebGraphicsContext3D* context) |
| { |
| return (context->getGraphicsResetStatusARB() != GraphicsContext3D::NO_ERROR); |
| } |
| |
| |
| void ProgramBindingBase::init(WebGraphicsContext3D* context, const std::string& vertexShader, const std::string& fragmentShader) |
| { |
| TRACE_EVENT0("cc", "ProgramBindingBase::init"); |
| m_vertexShaderId = loadShader(context, GraphicsContext3D::VERTEX_SHADER, vertexShader); |
| if (!m_vertexShaderId) { |
| if (!contextLost(context)) |
| LOG_ERROR("Failed to create vertex shader"); |
| return; |
| } |
| |
| m_fragmentShaderId = loadShader(context, GraphicsContext3D::FRAGMENT_SHADER, fragmentShader); |
| if (!m_fragmentShaderId) { |
| GLC(context, context->deleteShader(m_vertexShaderId)); |
| m_vertexShaderId = 0; |
| if (!contextLost(context)) |
| LOG_ERROR("Failed to create fragment shader"); |
| return; |
| } |
| |
| m_program = createShaderProgram(context, m_vertexShaderId, m_fragmentShaderId); |
| ASSERT(m_program || contextLost(context)); |
| } |
| |
| void ProgramBindingBase::link(WebGraphicsContext3D* context) |
| { |
| GLC(context, context->linkProgram(m_program)); |
| cleanupShaders(context); |
| #ifndef NDEBUG |
| int linked = 0; |
| GLC(context, context->getProgramiv(m_program, GraphicsContext3D::LINK_STATUS, &linked)); |
| if (!linked) { |
| if (!contextLost(context)) |
| LOG_ERROR("Failed to link shader program"); |
| GLC(context, context->deleteProgram(m_program)); |
| return; |
| } |
| #endif |
| } |
| |
| void ProgramBindingBase::cleanup(WebGraphicsContext3D* context) |
| { |
| m_initialized = false; |
| if (!m_program) |
| return; |
| |
| ASSERT(context); |
| GLC(context, context->deleteProgram(m_program)); |
| m_program = 0; |
| |
| cleanupShaders(context); |
| } |
| |
| unsigned ProgramBindingBase::loadShader(WebGraphicsContext3D* context, unsigned type, const std::string& shaderSource) |
| { |
| unsigned shader = context->createShader(type); |
| if (!shader) |
| return 0; |
| GLC(context, context->shaderSource(shader, shaderSource.data())); |
| GLC(context, context->compileShader(shader)); |
| #ifndef NDEBUG |
| int compiled = 0; |
| GLC(context, context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compiled)); |
| if (!compiled) { |
| GLC(context, context->deleteShader(shader)); |
| return 0; |
| } |
| #endif |
| return shader; |
| } |
| |
| unsigned ProgramBindingBase::createShaderProgram(WebGraphicsContext3D* context, unsigned vertexShader, unsigned fragmentShader) |
| { |
| unsigned programObject = context->createProgram(); |
| if (!programObject) { |
| if (!contextLost(context)) |
| LOG_ERROR("Failed to create shader program"); |
| return 0; |
| } |
| |
| GLC(context, context->attachShader(programObject, vertexShader)); |
| GLC(context, context->attachShader(programObject, fragmentShader)); |
| |
| // Bind the common attrib locations. |
| GLC(context, context->bindAttribLocation(programObject, GeometryBinding::positionAttribLocation(), "a_position")); |
| GLC(context, context->bindAttribLocation(programObject, GeometryBinding::texCoordAttribLocation(), "a_texCoord")); |
| |
| return programObject; |
| } |
| |
| void ProgramBindingBase::cleanupShaders(WebGraphicsContext3D* context) |
| { |
| if (m_vertexShaderId) { |
| GLC(context, context->deleteShader(m_vertexShaderId)); |
| m_vertexShaderId = 0; |
| } |
| if (m_fragmentShaderId) { |
| GLC(context, context->deleteShader(m_fragmentShaderId)); |
| m_fragmentShaderId = 0; |
| } |
| } |
| |
| } // namespace cc |
| |
| #endif // USE(ACCELERATED_COMPOSITING) |