// 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; }