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/*
* Copyright (C) 2011 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#if USE(ACCELERATED_COMPOSITING)
#include "ProgramBinding.h"
#include "GeometryBinding.h"
#include "GraphicsContext.h"
#include "GraphicsContext3D.h"
#include "LayerRendererChromium.h"
namespace WebCore {
ProgramBindingBase::ProgramBindingBase(GraphicsContext3D* context)
: m_context(context)
, m_program(0)
, m_initialized(false)
{
}
ProgramBindingBase::~ProgramBindingBase()
{
if (m_program)
GLC(m_context, m_context->deleteProgram(m_program));
}
bool ProgramBindingBase::init(const String& vertexShader, const String& fragmentShader)
{
m_program = createShaderProgram(vertexShader, fragmentShader);
if (!m_program) {
LOG_ERROR("Failed to create shader program");
return false;
}
return true;
}
unsigned ProgramBindingBase::loadShader(unsigned type, const String& shaderSource)
{
unsigned shader = m_context->createShader(type);
if (!shader)
return 0;
String sourceString(shaderSource);
GLC(m_context, m_context->shaderSource(shader, sourceString));
GLC(m_context, m_context->compileShader(shader));
int compiled = 0;
GLC(m_context, m_context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compiled));
if (!compiled) {
GLC(m_context, m_context->deleteShader(shader));
return 0;
}
return shader;
}
unsigned ProgramBindingBase::createShaderProgram(const String& vertexShaderSource, const String& fragmentShaderSource)
{
unsigned vertexShader = loadShader(GraphicsContext3D::VERTEX_SHADER, vertexShaderSource);
if (!vertexShader) {
LOG_ERROR("Failed to create vertex shader");
return 0;
}
unsigned fragmentShader = loadShader(GraphicsContext3D::FRAGMENT_SHADER, fragmentShaderSource);
if (!fragmentShader) {
GLC(m_context, m_context->deleteShader(vertexShader));
LOG_ERROR("Failed to create fragment shader");
return 0;
}
unsigned programObject = m_context->createProgram();
if (!programObject) {
LOG_ERROR("Failed to create shader program");
return 0;
}
GLC(m_context, m_context->attachShader(programObject, vertexShader));
GLC(m_context, m_context->attachShader(programObject, fragmentShader));
// Bind the common attrib locations.
GLC(m_context, m_context->bindAttribLocation(programObject, GeometryBinding::positionAttribLocation(), "a_position"));
GLC(m_context, m_context->bindAttribLocation(programObject, GeometryBinding::texCoordAttribLocation(), "a_texCoord"));
GLC(m_context, m_context->linkProgram(programObject));
int linked = 0;
GLC(m_context, m_context->getProgramiv(programObject, GraphicsContext3D::LINK_STATUS, &linked));
if (!linked) {
LOG_ERROR("Failed to link shader program");
GLC(m_context, m_context->deleteProgram(programObject));
return 0;
}
GLC(m_context, m_context->deleteShader(vertexShader));
GLC(m_context, m_context->deleteShader(fragmentShader));
return programObject;
}
} // namespace WebCore
#endif // USE(ACCELERATED_COMPOSITING)
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