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-rw-r--r--media/tools/shader_bench/gpu_painter.cc89
1 files changed, 89 insertions, 0 deletions
diff --git a/media/tools/shader_bench/gpu_painter.cc b/media/tools/shader_bench/gpu_painter.cc
new file mode 100644
index 0000000..c1fe5ae
--- /dev/null
+++ b/media/tools/shader_bench/gpu_painter.cc
@@ -0,0 +1,89 @@
+// Copyright (c) 2010 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 "base/logging.h"
+#include "media/tools/shader_bench/gpu_painter.h"
+
+// Vertices for a full screen quad.
+static const float kVertices[8] = {
+ -1.f, 1.f,
+ -1.f, -1.f,
+ 1.f, 1.f,
+ 1.f, -1.f,
+};
+
+// Texture Coordinates mapping the entire texture.
+static const float kTextureCoords[8] = {
+ 0, 0,
+ 0, 1,
+ 1, 0,
+ 1, 1,
+};
+
+// Buffer size for compile errors.
+static const unsigned int kErrorSize = 4096;
+
+GPUPainter::GPUPainter()
+ : context_(NULL) {
+}
+
+GPUPainter::~GPUPainter() {
+}
+
+void GPUPainter::SetGLContext(gfx::GLContext* context) {
+ context_ = context;
+}
+
+GLuint GPUPainter::LoadShader(unsigned type, const char* shader_source) {
+ GLuint shader = glCreateShader(type);
+ glShaderSource(shader, 1, &shader_source, NULL);
+ glCompileShader(shader);
+ int result = GL_FALSE;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
+ if (!result) {
+ char log[kErrorSize];
+ int len;
+ glGetShaderInfoLog(shader, kErrorSize - 1, &len, log);
+ log[kErrorSize - 1] = 0;
+ LOG(FATAL) << "Shader did not compile: " << log;
+ }
+ return shader;
+}
+
+GLuint GPUPainter::CreateShaderProgram(const char* vertex_shader_source,
+ const char* fragment_shader_source) {
+
+ // Create vertex and pixel shaders.
+ GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER, vertex_shader_source);
+ GLuint fragment_shader =
+ LoadShader(GL_FRAGMENT_SHADER, fragment_shader_source);
+
+ // Create program and attach shaders.
+ GLuint program = glCreateProgram();
+ glAttachShader(program, vertex_shader);
+ glAttachShader(program, fragment_shader);
+ glDeleteShader(vertex_shader);
+ glDeleteShader(fragment_shader);
+ glLinkProgram(program);
+ int result = GL_FALSE;
+ glGetProgramiv(program, GL_LINK_STATUS, &result);
+ if (!result) {
+ char log[kErrorSize];
+ int len;
+ glGetProgramInfoLog(program, kErrorSize - 1, &len, log);
+ log[kErrorSize - 1] = 0;
+ LOG(FATAL) << "Program did not link: " << log;
+ }
+ glUseProgram(program);
+
+ // Set common vertex parameters.
+ int pos_location = glGetAttribLocation(program, "in_pos");
+ glEnableVertexAttribArray(pos_location);
+ glVertexAttribPointer(pos_location, 2, GL_FLOAT, GL_FALSE, 0, kVertices);
+
+ int tc_location = glGetAttribLocation(program, "in_tc");
+ glEnableVertexAttribArray(tc_location);
+ glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0, kTextureCoords);
+ return program;
+}