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author | gman@chromium.org <gman@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2011-12-02 03:53:26 +0000 |
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committer | gman@chromium.org <gman@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2011-12-02 03:53:26 +0000 |
commit | 37950fc7524f7c5ca2316494cd3e324e9f21a2df (patch) | |
tree | 52dc81d05b545750ca15e209427b21d9a085a86b /gpu/demos | |
parent | 1f19fb36a47a25c4b586fea60ced82130fc01ddb (diff) | |
download | chromium_src-37950fc7524f7c5ca2316494cd3e324e9f21a2df.zip chromium_src-37950fc7524f7c5ca2316494cd3e324e9f21a2df.tar.gz chromium_src-37950fc7524f7c5ca2316494cd3e324e9f21a2df.tar.bz2 |
Add back in compressed_textures sample.
This used to be in gpu/command_buffer/client/gles2_demo_cc.cc
but was accidentally deleted in r101545. You can view it here
http://src.chromium.org/viewvc/chrome/trunk/src/gpu/command_buffer/client/gles2_demo_cc.cc?view=log&pathrev=101544
I need this for testing compressed texture support in ANGLE
TEST=none
BUG=none
R=jbates@chromium.org
Review URL: http://codereview.chromium.org/8764010
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@112632 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'gpu/demos')
-rw-r--r-- | gpu/demos/compressed_textures/compressed_textures.cc | 433 | ||||
-rw-r--r-- | gpu/demos/demos.gyp | 11 |
2 files changed, 444 insertions, 0 deletions
diff --git a/gpu/demos/compressed_textures/compressed_textures.cc b/gpu/demos/compressed_textures/compressed_textures.cc new file mode 100644 index 0000000..2624723 --- /dev/null +++ b/gpu/demos/compressed_textures/compressed_textures.cc @@ -0,0 +1,433 @@ +// Copyright (c) 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 <GLES2/gl2.h> +#include <GLES2/gl2ext.h> +#include <math.h> +#include <stdio.h> +#include <string> + +// Some tests for compressed textures. +#include "gpu/demos/framework/demo_factory.h" +#include "gpu/demos/gles2_book/example.h" + +namespace gpu { +namespace demos { + +namespace { + +int g_frameCount = 0; +int g_textureIndex = 0; +int g_numTextures = 1; +GLuint g_textures[5]; +int g_textureLoc = -1; +GLuint g_programObject = 0; +GLuint g_worldMatrixLoc = 0; +GLuint g_vbo = 0; +GLsizei g_texCoordOffset = 0; +int g_angle = 0; + +void CheckGLError(const char* func_name, int line_no) { +#ifndef NDEBUG + GLenum error = GL_NO_ERROR; + while ((error = glGetError()) != GL_NO_ERROR) { + fprintf(stderr, "GL ERROR in %s at line %d : 0x%04x\n", + func_name, line_no, error); + } +#endif +} + +GLuint LoadShader(GLenum type, const char* shaderSrc) { + CheckGLError("LoadShader", __LINE__); + GLuint shader = glCreateShader(type); + if (shader == 0) { + return 0; + } + // Load the shader source + glShaderSource(shader, 1, &shaderSrc, NULL); + // Compile the shader + glCompileShader(shader); + // Check the compile status + GLint value = 0; + glGetShaderiv(shader, GL_COMPILE_STATUS, &value); + if (value == 0) { + char buffer[1024]; + GLsizei length = 0; + glGetShaderInfoLog(shader, sizeof(buffer), &length, buffer); + std::string log(buffer, length); + fprintf(stderr, "Error compiling shader: %s\n", log.c_str()); + glDeleteShader(shader); + return 0; + } + return shader; +} + +void InitShaders() { + static const char* vShaderStr = + "uniform mat4 worldMatrix;\n" + "attribute vec3 g_Position;\n" + "attribute vec2 g_TexCoord0;\n" + "varying vec2 texCoord;\n" + "void main()\n" + "{\n" + " gl_Position = worldMatrix *\n" + " vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);\n" + " texCoord = g_TexCoord0;\n" + "}\n"; + static const char* fShaderStr = + "precision mediump float;" + "uniform sampler2D tex;\n" + "varying vec2 texCoord;\n" + "void main()\n" + "{\n" + " gl_FragColor = texture2D(tex, texCoord);\n" + "}\n"; + + CheckGLError("InitShaders", __LINE__); + GLuint vertexShader = LoadShader(GL_VERTEX_SHADER, vShaderStr); + GLuint fragmentShader = LoadShader(GL_FRAGMENT_SHADER, fShaderStr); + // Create the program object + GLuint programObject = glCreateProgram(); + if (programObject == 0) { + fprintf(stderr, "Creating program failed\n"); + return; + } + glAttachShader(programObject, vertexShader); + glAttachShader(programObject, fragmentShader); + // Bind g_Position to attribute 0 + // Bind g_TexCoord0 to attribute 1 + glBindAttribLocation(programObject, 0, "g_Position"); + glBindAttribLocation(programObject, 1, "g_TexCoord0"); + // Link the program + glLinkProgram(programObject); + // Check the link status + GLint linked = 0; + glGetProgramiv(programObject, GL_LINK_STATUS, &linked); + if (linked == 0) { + char buffer[1024]; + GLsizei length = 0; + glGetProgramInfoLog(programObject, sizeof(buffer), &length, buffer); + std::string log(buffer, length); + fprintf(stderr, "Error linking program: %s\n", log.c_str()); + glDeleteProgram(programObject); + return; + } + g_programObject = programObject; + g_worldMatrixLoc = glGetUniformLocation(g_programObject, "worldMatrix"); + g_textureLoc = glGetUniformLocation(g_programObject, "tex"); + glGenBuffers(1, &g_vbo); + glBindBuffer(GL_ARRAY_BUFFER, g_vbo); + static float vertices[] = { + 0.25, 0.75, 0.0, + -0.75, 0.75, 0.0, + -0.75, -0.25, 0.0, + 0.25, 0.75, 0.0, + -0.75, -0.25, 0.0, + 0.25, -0.25, 0.0, + }; + static float texCoords[] = { + 1.0, 1.0, + 0.0, 1.0, + 0.0, 0.0, + 1.0, 1.0, + 0.0, 0.0, + 1.0, 0.0, + }; + g_texCoordOffset = sizeof(vertices); + glBufferData(GL_ARRAY_BUFFER, + sizeof(vertices) + sizeof(texCoords), + NULL, + GL_STATIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); + glBufferSubData(GL_ARRAY_BUFFER, g_texCoordOffset, + sizeof(texCoords), texCoords); + CheckGLError("InitShaders", __LINE__); +} + +GLuint CreateCheckerboardTexture() { + CheckGLError("CreateCheckerboardTexture", __LINE__); + static unsigned char pixels[] = { + 255, 255, 255, + 0, 0, 0, + 0, 0, 0, + 255, 255, 255, + }; + GLuint texture; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, + pixels); + CheckGLError("CreateCheckerboardTexture", __LINE__); + return texture; +} + +GLuint CreateCompressedTexture( + const void* data, + GLsizeiptr size, + GLenum format, + GLint width, + GLint height) { + GLuint texture; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glCompressedTexImage2D( + GL_TEXTURE_2D, 0, format, width, height, 0, size, data); + CheckGLError("CreateCompressedTxture", __LINE__); + return texture; +} + +GLuint LoadDXT1RGBTexture() { + static unsigned char data[] = { + 0x00, 0xd0, 0x00, 0xef, 0x00, 0xaa, 0x95, 0xd5, + 0x00, 0x90, 0x57, 0xff, 0x00, 0xaa, 0xff, 0x55, + 0x00, 0x88, 0x99, 0xff, 0x00, 0xaa, 0xff, 0x55, + 0x20, 0xb8, 0xe4, 0xf6, 0x00, 0xaa, 0x5b, 0x5d, + 0x21, 0x09, 0xe6, 0x27, 0x15, 0x15, 0x15, 0x15, + 0xd7, 0xbd, 0xff, 0xff, 0x56, 0x16, 0x16, 0x56, + 0x00, 0x00, 0xff, 0xff, 0x55, 0x00, 0x00, 0x55, + 0xe0, 0x08, 0xa9, 0x2f, 0x51, 0x58, 0x56, 0x54, + 0xff, 0x07, 0x15, 0x09, 0x40, 0x6a, 0xd5, 0xd5, + 0xd7, 0xbd, 0xff, 0xff, 0x56, 0x16, 0x16, 0x16, + 0x91, 0x08, 0xff, 0xff, 0x55, 0xff, 0x00, 0x03, + 0xfe, 0x07, 0x5b, 0x09, 0x01, 0xa9, 0x55, 0xff, + 0x0d, 0x10, 0x18, 0xe8, 0xea, 0x15, 0x95, 0x55, + 0x08, 0x88, 0x3c, 0xe7, 0x55, 0x55, 0xff, 0x00, + 0x10, 0x20, 0x18, 0xe8, 0xa8, 0x54, 0x56, 0x55, + 0x1f, 0x78, 0x15, 0xf8, 0x00, 0xaa, 0x55, 0x55, + }; + return CreateCompressedTexture( + data, sizeof(data), GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 16, 16); +} + +GLuint LoadDXT1RGBATexture() { + static unsigned char data[] = { + 0xff, 0xff, 0x90, 0xee, 0x00, 0xaa, 0xff, 0x55, + 0x53, 0xde, 0xdd, 0xff, 0x55, 0x55, 0x00, 0xff, + 0xc9, 0xb4, 0xdd, 0xff, 0x55, 0x55, 0xaa, 0xff, + 0x6f, 0xee, 0xdd, 0xff, 0x55, 0x55, 0xa8, 0x03, + 0x60, 0xa3, 0xa5, 0xe5, 0x55, 0x55, 0xaa, 0x00, + 0x00, 0x00, 0x01, 0x00, 0xff, 0xff, 0xff, 0xff, + 0x80, 0xab, 0xc2, 0xc4, 0xff, 0x55, 0xaa, 0xff, + 0x60, 0x9b, 0xa5, 0xe5, 0x57, 0x56, 0xaa, 0x00, + 0x1f, 0xbf, 0xff, 0xf7, 0x55, 0x55, 0xaa, 0x00, + 0x00, 0x00, 0x01, 0x00, 0xff, 0xff, 0xff, 0xff, + 0xfe, 0xbe, 0x7e, 0xdf, 0xff, 0xaa, 0x55, 0x00, + 0xfe, 0xbe, 0xff, 0xf7, 0x54, 0x56, 0xaa, 0x00, + 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00, + 0xbb, 0x2c, 0x98, 0x54, 0xff, 0xff, 0x55, 0xaa, + 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00, + 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00, + }; + return CreateCompressedTexture( + data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 16, 16); +} + +GLuint LoadDXT3RGBATexture() { + static unsigned char data[] = { + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, + 0xa3, 0x22, 0x03, 0x03, 0x55, 0xff, 0xaa, 0x00, + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, + 0xcf, 0x7c, 0xc3, 0x12, 0x55, 0x55, 0x55, 0x54, + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, + 0x83, 0x1a, 0x03, 0x03, 0x55, 0xff, 0x00, 0x00, + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xf0, 0xff, + 0xcf, 0x7c, 0xc3, 0x12, 0x55, 0x55, 0x55, 0x54, + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, + 0xc3, 0x59, 0x63, 0x32, 0x55, 0xff, 0xaa, 0x00, + 0x00, 0x00, 0x00, 0x40, 0x00, 0x40, 0x00, 0x00, + 0x8f, 0x94, 0x03, 0x4a, 0x54, 0x94, 0x94, 0x54, + 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, + 0xa3, 0x59, 0x43, 0x2a, 0x55, 0xff, 0xaa, 0x00, + 0xf0, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff, + 0xaf, 0x84, 0x03, 0x42, 0x54, 0x55, 0x55, 0x55, + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, + 0xc3, 0xa0, 0x83, 0x71, 0x55, 0xff, 0xaa, 0x00, + 0x00, 0x00, 0x00, 0x40, 0x00, 0x40, 0x00, 0x40, + 0x0f, 0xb4, 0x43, 0x81, 0x54, 0x94, 0x94, 0x94, + 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, + 0xc3, 0xa0, 0x83, 0x69, 0x55, 0xff, 0xaa, 0x00, + 0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, + 0xc3, 0xa0, 0x83, 0x69, 0x55, 0xfd, 0xaa, 0x00, + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, + 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00, + 0x00, 0x40, 0x00, 0x40, 0xff, 0xff, 0xff, 0xff, + 0xf0, 0xc3, 0x43, 0xc0, 0x94, 0x94, 0x55, 0x55, + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, + 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00, + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, + 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00, + }; + return CreateCompressedTexture( + data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 16, 16); +} + +GLuint LoadDXT5RGBATexture() { + static unsigned char data[] = { + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d, + 0x04, 0xfb, 0xff, 0xff, 0xff, 0x49, 0x02, 0xdb, + 0x97, 0xf6, 0x32, 0xcd, 0xc0, 0xc0, 0x7b, 0xc0, + 0xfb, 0xff, 0x49, 0x92, 0x24, 0x00, 0x60, 0xdb, + 0x11, 0xcd, 0x67, 0x82, 0x78, 0x78, 0x5e, 0x78, + 0x04, 0xfb, 0xff, 0xff, 0xff, 0xf9, 0x8f, 0xff, + 0x2e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x14, + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d, + 0x04, 0x43, 0xb0, 0x0d, 0x3b, 0xb0, 0x03, 0xdb, + 0xb8, 0xf6, 0xd5, 0xd5, 0x60, 0x60, 0x60, 0x60, + 0xfb, 0x00, 0x49, 0x02, 0x00, 0x00, 0x90, 0x24, + 0xb0, 0xbc, 0x26, 0x7a, 0x78, 0x78, 0x78, 0x78, + 0x04, 0xf7, 0xf8, 0x9f, 0xff, 0xf9, 0x9f, 0xff, + 0x0e, 0xac, 0x83, 0x69, 0x34, 0x35, 0x35, 0x35, + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d, + 0x04, 0x43, 0xb0, 0x0d, 0x3b, 0xb0, 0x03, 0x3b, + 0xb8, 0xf6, 0xd5, 0xd5, 0x60, 0x60, 0x60, 0x60, + 0xfb, 0xff, 0xb6, 0x0d, 0x00, 0x49, 0x92, 0x24, + 0x11, 0xcd, 0x67, 0x82, 0x78, 0x5e, 0x78, 0x78, + 0xea, 0xff, 0x4a, 0xd2, 0x24, 0x49, 0x92, 0x24, + 0x0e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x15, + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d, + 0xfd, 0x00, 0x49, 0x9c, 0xc4, 0x00, 0x00, 0x00, + 0xb8, 0xf6, 0x53, 0xcd, 0xe0, 0xe0, 0x7f, 0xe0, + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xf1, 0xcc, 0x46, 0x82, 0x78, 0x78, 0x78, 0x78, + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x0e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x15, + }; + return CreateCompressedTexture( + data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 16, 16); +} + +} // anonymous namespace. + +static int stInit(ESContext *esContext) { + CheckGLError("GLFromCPPInit", __LINE__); + g_textures[0] = CreateCheckerboardTexture(); + glClearColor(0.f, 0.f, .7f, 1.f); + const char* extensions = + reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)); + if (strstr(extensions, "GL_EXT_texture_compression_dxt1")) { + g_textures[g_numTextures++] = LoadDXT1RGBTexture(); + g_textures[g_numTextures++] = LoadDXT1RGBATexture(); + } + if (strstr(extensions, "GL_CHROMIUM_texture_compression_dxt3")) { + g_textures[g_numTextures++] = LoadDXT3RGBATexture(); + } + if (strstr(extensions, "GL_CHROMIUM_texture_compression_dxt5")) { + g_textures[g_numTextures++] = LoadDXT5RGBATexture(); + } + InitShaders(); + CheckGLError("GLFromCPPInit", __LINE__); + return 1; +} + +static void stDraw (ESContext *esContext) { + const float kPi = 3.1415926535897932384626433832795f; + + CheckGLError("GLFromCPPDraw", __LINE__); + // TODO(kbr): base the angle on time rather than on ticks + g_angle = (g_angle + 1) % 360; + // Rotate about the Z axis + GLfloat rot_matrix[16]; + GLfloat cos_angle = cosf(static_cast<GLfloat>(g_angle) * kPi / 180.0f); + GLfloat sin_angle = sinf(static_cast<GLfloat>(g_angle) * kPi / 180.0f); + // OpenGL matrices are column-major + rot_matrix[0] = cos_angle; + rot_matrix[1] = sin_angle; + rot_matrix[2] = 0.0f; + rot_matrix[3] = 0.0f; + + rot_matrix[4] = -sin_angle; + rot_matrix[5] = cos_angle; + rot_matrix[6] = 0.0f; + rot_matrix[7] = 0.0f; + + rot_matrix[8] = 0.0f; + rot_matrix[9] = 0.0f; + rot_matrix[10] = 1.0f; + rot_matrix[11] = 0.0f; + + rot_matrix[12] = 0.0f; + rot_matrix[13] = 0.0f; + rot_matrix[14] = 0.0f; + rot_matrix[15] = 1.0f; + + g_frameCount++; + if (g_frameCount > 60) + { + g_frameCount = 0; + g_textureIndex = (g_textureIndex + 1) % g_numTextures; + } + + // Note: the viewport is automatically set up to cover the entire Canvas. + // Clear the color buffer + glClear(GL_COLOR_BUFFER_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + CheckGLError("GLFromCPPDraw", __LINE__); + // Use the program object + glUseProgram(g_programObject); + CheckGLError("GLFromCPPDraw", __LINE__); + // Set up the model matrix + glUniformMatrix4fv(g_worldMatrixLoc, 1, GL_FALSE, rot_matrix); + + // Load the vertex data + glBindBuffer(GL_ARRAY_BUFFER, g_vbo); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, + reinterpret_cast<const void*>(g_texCoordOffset)); + CheckGLError("GLFromCPPDraw", __LINE__); + // Bind the texture to texture unit 0 + glBindTexture(GL_TEXTURE_2D, g_textures[g_textureIndex]); + CheckGLError("GLFromCPPDraw", __LINE__); + // Point the uniform sampler to texture unit 0 + glUniform1i(g_textureLoc, 0); + CheckGLError("GLFromCPPDraw", __LINE__); + glDrawArrays(GL_TRIANGLES, 0, 6); + CheckGLError("GLFromCPPDraw", __LINE__); + glFlush(); +} + +static void stShutDown (ESContext *esContext) { +} + +struct STUserData { + int dummy; +}; + +class CompressedTextureTest : public gles2_book::Example<STUserData> { + public: + CompressedTextureTest() { + RegisterCallbacks(stInit, NULL, stDraw, stShutDown); + } + + const wchar_t* Title() const { + return L"Compressed Texture Test"; + } + + bool IsAnimated() { + return true; + } +}; + +Demo* CreateDemo() { + return new CompressedTextureTest(); +} + +} // namespace demos +} // namespace gpu + + diff --git a/gpu/demos/demos.gyp b/gpu/demos/demos.gyp index 26d2230..6292564 100644 --- a/gpu/demos/demos.gyp +++ b/gpu/demos/demos.gyp @@ -205,6 +205,17 @@ 'gles2_book/demo_texture_wrap.cc', ], }, + { + 'target_name': 'compressed_textures_exe', + 'type': 'executable', + 'dependencies': [ + 'gpu_demo_framework_exe', + '../../third_party/gles2_book/gles2_book.gyp:es_util', + ], + 'sources': [ + 'compressed_textures/compressed_textures.cc', + ], + }, ], 'conditions': [ ['enable_pepper_demos==1', { |