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authorgman@chromium.org <gman@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2011-12-02 03:53:26 +0000
committergman@chromium.org <gman@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2011-12-02 03:53:26 +0000
commit37950fc7524f7c5ca2316494cd3e324e9f21a2df (patch)
tree52dc81d05b545750ca15e209427b21d9a085a86b /gpu/demos
parent1f19fb36a47a25c4b586fea60ced82130fc01ddb (diff)
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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.cc433
-rw-r--r--gpu/demos/demos.gyp11
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', {