// 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. #include "config.h" #if USE(ACCELERATED_COMPOSITING) #include "ProgramBinding.h" #include "CCRendererGL.h" // For the GLC() macro. #include "GeometryBinding.h" #include "GraphicsContext3D.h" #include "TraceEvent.h" #include using WebKit::WebGraphicsContext3D; namespace cc { ProgramBindingBase::ProgramBindingBase() : m_program(0) , m_vertexShaderId(0) , m_fragmentShaderId(0) , m_initialized(false) { } ProgramBindingBase::~ProgramBindingBase() { // If you hit these asserts, you initialized but forgot to call cleanup(). ASSERT(!m_program); ASSERT(!m_vertexShaderId); ASSERT(!m_fragmentShaderId); ASSERT(!m_initialized); } static bool contextLost(WebGraphicsContext3D* context) { return (context->getGraphicsResetStatusARB() != GraphicsContext3D::NO_ERROR); } void ProgramBindingBase::init(WebGraphicsContext3D* context, const std::string& vertexShader, const std::string& fragmentShader) { TRACE_EVENT0("cc", "ProgramBindingBase::init"); m_vertexShaderId = loadShader(context, GraphicsContext3D::VERTEX_SHADER, vertexShader); if (!m_vertexShaderId) { if (!contextLost(context)) LOG_ERROR("Failed to create vertex shader"); return; } m_fragmentShaderId = loadShader(context, GraphicsContext3D::FRAGMENT_SHADER, fragmentShader); if (!m_fragmentShaderId) { GLC(context, context->deleteShader(m_vertexShaderId)); m_vertexShaderId = 0; if (!contextLost(context)) LOG_ERROR("Failed to create fragment shader"); return; } m_program = createShaderProgram(context, m_vertexShaderId, m_fragmentShaderId); ASSERT(m_program || contextLost(context)); } void ProgramBindingBase::link(WebGraphicsContext3D* context) { GLC(context, context->linkProgram(m_program)); cleanupShaders(context); #ifndef NDEBUG int linked = 0; GLC(context, context->getProgramiv(m_program, GraphicsContext3D::LINK_STATUS, &linked)); if (!linked) { if (!contextLost(context)) LOG_ERROR("Failed to link shader program"); GLC(context, context->deleteProgram(m_program)); return; } #endif } void ProgramBindingBase::cleanup(WebGraphicsContext3D* context) { m_initialized = false; if (!m_program) return; ASSERT(context); GLC(context, context->deleteProgram(m_program)); m_program = 0; cleanupShaders(context); } unsigned ProgramBindingBase::loadShader(WebGraphicsContext3D* context, unsigned type, const std::string& shaderSource) { unsigned shader = context->createShader(type); if (!shader) return 0; GLC(context, context->shaderSource(shader, shaderSource.data())); GLC(context, context->compileShader(shader)); #ifndef NDEBUG int compiled = 0; GLC(context, context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compiled)); if (!compiled) { GLC(context, context->deleteShader(shader)); return 0; } #endif return shader; } unsigned ProgramBindingBase::createShaderProgram(WebGraphicsContext3D* context, unsigned vertexShader, unsigned fragmentShader) { unsigned programObject = context->createProgram(); if (!programObject) { if (!contextLost(context)) LOG_ERROR("Failed to create shader program"); return 0; } GLC(context, context->attachShader(programObject, vertexShader)); GLC(context, context->attachShader(programObject, fragmentShader)); // Bind the common attrib locations. GLC(context, context->bindAttribLocation(programObject, GeometryBinding::positionAttribLocation(), "a_position")); GLC(context, context->bindAttribLocation(programObject, GeometryBinding::texCoordAttribLocation(), "a_texCoord")); return programObject; } void ProgramBindingBase::cleanupShaders(WebGraphicsContext3D* context) { if (m_vertexShaderId) { GLC(context, context->deleteShader(m_vertexShaderId)); m_vertexShaderId = 0; } if (m_fragmentShaderId) { GLC(context, context->deleteShader(m_fragmentShaderId)); m_fragmentShaderId = 0; } } } // namespace cc #endif // USE(ACCELERATED_COMPOSITING)