blob: ee9d284fa7ff12a4c228f3a200c4bfbb19e8c314 [file] [log] [blame]
// 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.
#ifndef CC_OUTPUT_PROGRAM_BINDING_H_
#define CC_OUTPUT_PROGRAM_BINDING_H_
#include <string>
#include "base/logging.h"
#include "cc/output/shader.h"
namespace WebKit { class WebGraphicsContext3D; }
namespace cc {
class ProgramBindingBase {
public:
ProgramBindingBase();
~ProgramBindingBase();
void Init(WebKit::WebGraphicsContext3D* context,
const std::string& vertex_shader,
const std::string& fragment_shader);
void Link(WebKit::WebGraphicsContext3D* context);
void Cleanup(WebKit::WebGraphicsContext3D* context);
unsigned program() const { return program_; }
bool initialized() const { return initialized_; }
protected:
unsigned LoadShader(WebKit::WebGraphicsContext3D* context,
unsigned type,
const std::string& shader_source);
unsigned CreateShaderProgram(WebKit::WebGraphicsContext3D* context,
unsigned vertex_shader,
unsigned fragment_shader);
void CleanupShaders(WebKit::WebGraphicsContext3D* context);
bool IsContextLost(WebKit::WebGraphicsContext3D* context);
unsigned program_;
unsigned vertex_shader_id_;
unsigned fragment_shader_id_;
bool initialized_;
private:
DISALLOW_COPY_AND_ASSIGN(ProgramBindingBase);
};
template <class VertexShader, class FragmentShader>
class ProgramBinding : public ProgramBindingBase {
public:
explicit ProgramBinding(WebKit::WebGraphicsContext3D* context,
TexCoordPrecision precision) {
ProgramBindingBase::Init(
context,
vertex_shader_.GetShaderString(),
fragment_shader_.GetShaderString(precision));
}
void Initialize(WebKit::WebGraphicsContext3D* context,
bool using_bind_uniform) {
DCHECK(context);
DCHECK(!initialized_);
if (IsContextLost(context))
return;
// Need to bind uniforms before linking
if (!using_bind_uniform)
Link(context);
int base_uniform_index = 0;
vertex_shader_.Init(
context, program_, using_bind_uniform, &base_uniform_index);
fragment_shader_.Init(
context, program_, using_bind_uniform, &base_uniform_index);
// Link after binding uniforms
if (using_bind_uniform)
Link(context);
initialized_ = true;
}
const VertexShader& vertex_shader() const { return vertex_shader_; }
const FragmentShader& fragment_shader() const { return fragment_shader_; }
private:
VertexShader vertex_shader_;
FragmentShader fragment_shader_;
DISALLOW_COPY_AND_ASSIGN(ProgramBinding);
};
} // namespace cc
#endif // CC_OUTPUT_PROGRAM_BINDING_H_