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|
// Copyright (c) 2014 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 <stdio.h>
#include <string.h>
#include <iostream>
#include <queue>
#include <sstream>
#include "ppapi/c/pp_errors.h"
#include "ppapi/c/ppb_console.h"
#include "ppapi/c/ppb_opengles2.h"
#include "ppapi/cpp/graphics_3d.h"
#include "ppapi/cpp/graphics_3d_client.h"
#include "ppapi/cpp/input_event.h"
#include "ppapi/cpp/instance.h"
#include "ppapi/cpp/module.h"
#include "ppapi/cpp/rect.h"
#include "ppapi/cpp/var.h"
#include "ppapi/cpp/video_decoder.h"
// VP8 is more likely to work on different versions of Chrome. Undefine this
// to decode H264.
#define USE_VP8_TESTDATA_INSTEAD_OF_H264
#include "ppapi/examples/video_decode/testdata.h"
#include "ppapi/lib/gl/include/GLES2/gl2.h"
#include "ppapi/lib/gl/include/GLES2/gl2ext.h"
#include "ppapi/utility/completion_callback_factory.h"
// Use assert as a poor-man's CHECK, even in non-debug mode.
// Since <assert.h> redefines assert on every inclusion (it doesn't use
// include-guards), make sure this is the last file #include'd in this file.
#undef NDEBUG
#include <assert.h>
// Assert |context_| isn't holding any GL Errors. Done as a macro instead of a
// function to preserve line number information in the failure message.
#define assertNoGLError() assert(!gles2_if_->GetError(context_->pp_resource()));
namespace {
struct Shader {
Shader() : program(0), texcoord_scale_location(0) {}
~Shader() {}
GLuint program;
GLint texcoord_scale_location;
};
class Decoder;
class MyInstance;
struct PendingPicture {
PendingPicture(Decoder* decoder, const PP_VideoPicture& picture)
: decoder(decoder), picture(picture) {}
~PendingPicture() {}
Decoder* decoder;
PP_VideoPicture picture;
};
class MyInstance : public pp::Instance, public pp::Graphics3DClient {
public:
MyInstance(PP_Instance instance, pp::Module* module);
virtual ~MyInstance();
// pp::Instance implementation.
virtual void DidChangeView(const pp::Rect& position,
const pp::Rect& clip_ignored);
virtual bool HandleInputEvent(const pp::InputEvent& event);
// pp::Graphics3DClient implementation.
virtual void Graphics3DContextLost() {
// TODO(vrk/fischman): Properly reset after a lost graphics context. In
// particular need to delete context_ and re-create textures.
// Probably have to recreate the decoder from scratch, because old textures
// can still be outstanding in the decoder!
assert(false && "Unexpectedly lost graphics context");
}
void PaintPicture(Decoder* decoder, const PP_VideoPicture& picture);
private:
// Log an error to the developer console and stderr by creating a temporary
// object of this type and streaming to it. Example usage:
// LogError(this).s() << "Hello world: " << 42;
class LogError {
public:
LogError(MyInstance* instance) : instance_(instance) {}
~LogError() {
const std::string& msg = stream_.str();
instance_->console_if_->Log(
instance_->pp_instance(), PP_LOGLEVEL_ERROR, pp::Var(msg).pp_var());
std::cerr << msg << std::endl;
}
// Impl note: it would have been nicer to have LogError derive from
// std::ostringstream so that it can be streamed to directly, but lookup
// rules turn streamed string literals to hex pointers on output.
std::ostringstream& s() { return stream_; }
private:
MyInstance* instance_;
std::ostringstream stream_;
};
void InitializeDecoders();
// GL-related functions.
void InitGL();
void CreateGLObjects();
void Create2DProgramOnce();
void CreateRectangleARBProgramOnce();
Shader CreateProgram(const char* vertex_shader, const char* fragment_shader);
void CreateShader(GLuint program, GLenum type, const char* source, int size);
void PaintNextPicture();
void PaintFinished(int32_t result);
pp::Size plugin_size_;
bool is_painting_;
// When decode outpaces render, we queue up decoded pictures for later
// painting.
typedef std::queue<PendingPicture> PendingPictureQueue;
PendingPictureQueue pending_pictures_;
int num_frames_rendered_;
PP_TimeTicks first_frame_delivered_ticks_;
PP_TimeTicks last_swap_request_ticks_;
PP_TimeTicks swap_ticks_;
pp::CompletionCallbackFactory<MyInstance> callback_factory_;
// Unowned pointers.
const PPB_Console* console_if_;
const PPB_Core* core_if_;
const PPB_OpenGLES2* gles2_if_;
// Owned data.
pp::Graphics3D* context_;
typedef std::vector<Decoder*> DecoderList;
DecoderList video_decoders_;
// Shader program to draw GL_TEXTURE_2D target.
Shader shader_2d_;
// Shader program to draw GL_TEXTURE_RECTANGLE_ARB target.
Shader shader_rectangle_arb_;
};
class Decoder {
public:
Decoder(MyInstance* instance, int id, const pp::Graphics3D& graphics_3d);
~Decoder();
int id() const { return id_; }
bool flushing() const { return flushing_; }
bool resetting() const { return resetting_; }
void Reset();
void RecyclePicture(const PP_VideoPicture& picture);
private:
void InitializeDone(int32_t result);
void Start();
void DecodeNextFrame();
void DecodeDone(int32_t result);
void PictureReady(int32_t result, PP_VideoPicture picture);
void FlushDone(int32_t result);
void ResetDone(int32_t result);
MyInstance* instance_;
int id_;
pp::VideoDecoder* decoder_;
pp::CompletionCallbackFactory<Decoder> callback_factory_;
size_t encoded_data_next_pos_to_decode_;
int next_picture_id_;
bool flushing_;
bool resetting_;
};
#if defined USE_VP8_TESTDATA_INSTEAD_OF_H264
// VP8 is stored in an IVF container.
// Helpful description: http://wiki.multimedia.cx/index.php?title=IVF
static void GetNextFrame(size_t* start_pos, size_t* end_pos) {
size_t current_pos = *start_pos;
if (current_pos == 0)
current_pos = 32; // Skip stream header.
uint32_t frame_size = kData[current_pos] + (kData[current_pos + 1] << 8) +
(kData[current_pos + 2] << 16) +
(kData[current_pos + 3] << 24);
current_pos += 12; // Skip frame header.
*start_pos = current_pos;
*end_pos = current_pos + frame_size;
}
#else // !USE_VP8_TESTDATA_INSTEAD_OF_H264
// Returns true if the current position is at the start of a NAL unit.
static bool LookingAtNAL(const unsigned char* encoded, size_t pos) {
// H264 frames start with 0, 0, 0, 1 in our test data.
return pos + 3 < kDataLen && encoded[pos] == 0 && encoded[pos + 1] == 0 &&
encoded[pos + 2] == 0 && encoded[pos + 3] == 1;
}
static void GetNextFrame(size_t* start_pos, size_t* end_pos) {
assert(LookingAtNAL(kData, *start_pos));
*end_pos = *start_pos;
*end_pos += 4;
while (*end_pos < kDataLen && !LookingAtNAL(kData, *end_pos)) {
++*end_pos;
}
}
#endif // USE_VP8_TESTDATA_INSTEAD_OF_H264
Decoder::Decoder(MyInstance* instance,
int id,
const pp::Graphics3D& graphics_3d)
: instance_(instance),
id_(id),
decoder_(new pp::VideoDecoder(instance)),
callback_factory_(this),
encoded_data_next_pos_to_decode_(0),
next_picture_id_(0),
flushing_(false),
resetting_(false) {
// TODO(bbudge) Remove this for final patch.
#if defined USE_VP8_TESTDATA_INSTEAD_OF_H264
const PP_VideoProfile kBitstreamProfile = PP_VIDEOPROFILE_VP8MAIN;
#else
const PP_VideoProfile kBitstreamProfile = PP_VIDEOPROFILE_H264MAIN;
#endif
assert(!decoder_->is_null());
decoder_->Initialize(graphics_3d,
kBitstreamProfile,
PP_TRUE /* allow_software_fallback */,
callback_factory_.NewCallback(&Decoder::InitializeDone));
}
Decoder::~Decoder() {
delete decoder_;
}
void Decoder::InitializeDone(int32_t result) {
assert(decoder_);
assert(result == PP_OK);
Start();
}
void Decoder::Start() {
assert(decoder_);
encoded_data_next_pos_to_decode_ = 0;
// Register callback to get the first picture. We call GetPicture again in
// PictureReady to continuously receive pictures as they're decoded.
decoder_->GetPicture(
callback_factory_.NewCallbackWithOutput(&Decoder::PictureReady));
// Start the decode loop.
DecodeNextFrame();
}
void Decoder::Reset() {
assert(decoder_);
assert(!resetting_);
resetting_ = true;
decoder_->Reset(callback_factory_.NewCallback(&Decoder::ResetDone));
}
void Decoder::RecyclePicture(const PP_VideoPicture& picture) {
assert(decoder_);
decoder_->RecyclePicture(picture);
}
void Decoder::DecodeNextFrame() {
assert(decoder_);
if (encoded_data_next_pos_to_decode_ <= kDataLen) {
// If we've just reached the end of the bitstream, flush and wait.
if (!flushing_ && encoded_data_next_pos_to_decode_ == kDataLen) {
flushing_ = true;
decoder_->Flush(callback_factory_.NewCallback(&Decoder::FlushDone));
return;
}
// Find the start of the next frame.
size_t start_pos = encoded_data_next_pos_to_decode_;
size_t end_pos;
GetNextFrame(&start_pos, &end_pos);
encoded_data_next_pos_to_decode_ = end_pos;
// Decode the frame. On completion, DecodeDone will call DecodeNextFrame
// to implement a decode loop.
uint32_t size = static_cast<uint32_t>(end_pos - start_pos);
decoder_->Decode(next_picture_id_++,
size,
kData + start_pos,
callback_factory_.NewCallback(&Decoder::DecodeDone));
}
}
void Decoder::DecodeDone(int32_t result) {
assert(decoder_);
// Break out of the decode loop on abort.
if (result == PP_ERROR_ABORTED)
return;
assert(result == PP_OK);
if (!flushing_ && !resetting_)
DecodeNextFrame();
}
void Decoder::PictureReady(int32_t result, PP_VideoPicture picture) {
assert(decoder_);
// Break out of the get picture loop on abort.
if (result == PP_ERROR_ABORTED)
return;
assert(result == PP_OK);
decoder_->GetPicture(
callback_factory_.NewCallbackWithOutput(&Decoder::PictureReady));
instance_->PaintPicture(this, picture);
}
void Decoder::FlushDone(int32_t result) {
assert(decoder_);
assert(result == PP_OK || result == PP_ERROR_ABORTED);
assert(flushing_);
flushing_ = false;
}
void Decoder::ResetDone(int32_t result) {
assert(decoder_);
assert(result == PP_OK);
assert(resetting_);
resetting_ = false;
Start();
}
MyInstance::MyInstance(PP_Instance instance, pp::Module* module)
: pp::Instance(instance),
pp::Graphics3DClient(this),
is_painting_(false),
num_frames_rendered_(0),
first_frame_delivered_ticks_(-1),
last_swap_request_ticks_(-1),
swap_ticks_(0),
callback_factory_(this),
context_(NULL) {
assert((console_if_ = static_cast<const PPB_Console*>(
module->GetBrowserInterface(PPB_CONSOLE_INTERFACE))));
assert((core_if_ = static_cast<const PPB_Core*>(
module->GetBrowserInterface(PPB_CORE_INTERFACE))));
assert((gles2_if_ = static_cast<const PPB_OpenGLES2*>(
module->GetBrowserInterface(PPB_OPENGLES2_INTERFACE))));
RequestInputEvents(PP_INPUTEVENT_CLASS_MOUSE);
}
MyInstance::~MyInstance() {
if (!context_)
return;
PP_Resource graphics_3d = context_->pp_resource();
if (shader_2d_.program)
gles2_if_->DeleteProgram(graphics_3d, shader_2d_.program);
if (shader_rectangle_arb_.program)
gles2_if_->DeleteProgram(graphics_3d, shader_rectangle_arb_.program);
for (DecoderList::iterator it = video_decoders_.begin();
it != video_decoders_.end();
++it)
delete *it;
delete context_;
}
void MyInstance::DidChangeView(const pp::Rect& position,
const pp::Rect& clip_ignored) {
if (position.width() == 0 || position.height() == 0)
return;
if (plugin_size_.width()) {
assert(position.size() == plugin_size_);
return;
}
plugin_size_ = position.size();
// Initialize graphics.
InitGL();
InitializeDecoders();
}
bool MyInstance::HandleInputEvent(const pp::InputEvent& event) {
switch (event.GetType()) {
case PP_INPUTEVENT_TYPE_MOUSEDOWN: {
pp::MouseInputEvent mouse_event(event);
// Reset all decoders on mouse down.
if (mouse_event.GetButton() == PP_INPUTEVENT_MOUSEBUTTON_LEFT) {
// Reset decoders.
for (size_t i = 0; i < video_decoders_.size(); i++) {
if (!video_decoders_[i]->resetting())
video_decoders_[i]->Reset();
}
// Clear pending pictures.
while (!pending_pictures_.empty())
pending_pictures_.pop();
}
return true;
}
default:
return false;
}
}
void MyInstance::InitializeDecoders() {
assert(video_decoders_.empty());
// Create two decoders with ids 0 and 1.
video_decoders_.push_back(new Decoder(this, 0, *context_));
video_decoders_.push_back(new Decoder(this, 1, *context_));
}
void MyInstance::PaintPicture(Decoder* decoder,
const PP_VideoPicture& picture) {
if (first_frame_delivered_ticks_ == -1)
assert((first_frame_delivered_ticks_ = core_if_->GetTimeTicks()) != -1);
pending_pictures_.push(PendingPicture(decoder, picture));
if (!is_painting_)
PaintNextPicture();
}
void MyInstance::PaintNextPicture() {
assert(!is_painting_);
is_painting_ = true;
const PendingPicture& next = pending_pictures_.front();
Decoder* decoder = next.decoder;
const PP_VideoPicture& picture = next.picture;
int x = 0;
int y = 0;
int half_width = plugin_size_.width() / 2;
int half_height = plugin_size_.height() / 2;
if (decoder->id() != 0) {
x = half_width;
y = half_height;
}
PP_Resource graphics_3d = context_->pp_resource();
if (picture.texture_target == GL_TEXTURE_2D) {
Create2DProgramOnce();
gles2_if_->UseProgram(graphics_3d, shader_2d_.program);
gles2_if_->Uniform2f(
graphics_3d, shader_2d_.texcoord_scale_location, 1.0, 1.0);
} else {
assert(picture.texture_target == GL_TEXTURE_RECTANGLE_ARB);
CreateRectangleARBProgramOnce();
gles2_if_->UseProgram(graphics_3d, shader_rectangle_arb_.program);
gles2_if_->Uniform2f(graphics_3d,
shader_rectangle_arb_.texcoord_scale_location,
picture.texture_size.width,
picture.texture_size.height);
}
gles2_if_->Viewport(graphics_3d, x, y, half_width, half_height);
gles2_if_->ActiveTexture(graphics_3d, GL_TEXTURE0);
gles2_if_->BindTexture(
graphics_3d, picture.texture_target, picture.texture_id);
gles2_if_->DrawArrays(graphics_3d, GL_TRIANGLE_STRIP, 0, 4);
gles2_if_->UseProgram(graphics_3d, 0);
last_swap_request_ticks_ = core_if_->GetTimeTicks();
context_->SwapBuffers(
callback_factory_.NewCallback(&MyInstance::PaintFinished));
}
void MyInstance::PaintFinished(int32_t result) {
assert(result == PP_OK);
swap_ticks_ += core_if_->GetTimeTicks() - last_swap_request_ticks_;
is_painting_ = false;
++num_frames_rendered_;
if (num_frames_rendered_ % 50 == 0) {
double elapsed = core_if_->GetTimeTicks() - first_frame_delivered_ticks_;
double fps = (elapsed > 0) ? num_frames_rendered_ / elapsed : 1000;
double ms_per_swap = (swap_ticks_ * 1e3) / num_frames_rendered_;
LogError(this).s() << "Rendered frames: " << num_frames_rendered_
<< ", fps: " << fps
<< ", with average ms/swap of: " << ms_per_swap;
}
// If the decoders were reset, this will be empty.
if (pending_pictures_.empty())
return;
const PendingPicture& next = pending_pictures_.front();
Decoder* decoder = next.decoder;
const PP_VideoPicture& picture = next.picture;
decoder->RecyclePicture(picture);
pending_pictures_.pop();
// Keep painting as long as we have pictures.
if (!pending_pictures_.empty())
PaintNextPicture();
}
void MyInstance::InitGL() {
assert(plugin_size_.width() && plugin_size_.height());
is_painting_ = false;
assert(!context_);
int32_t context_attributes[] = {
PP_GRAPHICS3DATTRIB_ALPHA_SIZE, 8,
PP_GRAPHICS3DATTRIB_BLUE_SIZE, 8,
PP_GRAPHICS3DATTRIB_GREEN_SIZE, 8,
PP_GRAPHICS3DATTRIB_RED_SIZE, 8,
PP_GRAPHICS3DATTRIB_DEPTH_SIZE, 0,
PP_GRAPHICS3DATTRIB_STENCIL_SIZE, 0,
PP_GRAPHICS3DATTRIB_SAMPLES, 0,
PP_GRAPHICS3DATTRIB_SAMPLE_BUFFERS, 0,
PP_GRAPHICS3DATTRIB_WIDTH, plugin_size_.width(),
PP_GRAPHICS3DATTRIB_HEIGHT, plugin_size_.height(),
PP_GRAPHICS3DATTRIB_NONE,
};
context_ = new pp::Graphics3D(this, context_attributes);
assert(!context_->is_null());
assert(BindGraphics(*context_));
// Clear color bit.
gles2_if_->ClearColor(context_->pp_resource(), 1, 0, 0, 1);
gles2_if_->Clear(context_->pp_resource(), GL_COLOR_BUFFER_BIT);
assertNoGLError();
CreateGLObjects();
}
void MyInstance::CreateGLObjects() {
// Assign vertex positions and texture coordinates to buffers for use in
// shader program.
static const float kVertices[] = {
-1, 1, -1, -1, 1, 1, 1, -1, // Position coordinates.
0, 1, 0, 0, 1, 1, 1, 0, // Texture coordinates.
};
GLuint buffer;
gles2_if_->GenBuffers(context_->pp_resource(), 1, &buffer);
gles2_if_->BindBuffer(context_->pp_resource(), GL_ARRAY_BUFFER, buffer);
gles2_if_->BufferData(context_->pp_resource(),
GL_ARRAY_BUFFER,
sizeof(kVertices),
kVertices,
GL_STATIC_DRAW);
assertNoGLError();
}
static const char kVertexShader[] =
"varying vec2 v_texCoord; \n"
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"uniform vec2 v_scale; \n"
"void main() \n"
"{ \n"
" v_texCoord = v_scale * a_texCoord; \n"
" gl_Position = a_position; \n"
"}";
void MyInstance::Create2DProgramOnce() {
if (shader_2d_.program)
return;
static const char kFragmentShader2D[] =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{"
" gl_FragColor = texture2D(s_texture, v_texCoord); \n"
"}";
shader_2d_ = CreateProgram(kVertexShader, kFragmentShader2D);
assertNoGLError();
}
void MyInstance::CreateRectangleARBProgramOnce() {
if (shader_rectangle_arb_.program)
return;
static const char kFragmentShaderRectangle[] =
"#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2DRect s_texture; \n"
"void main() \n"
"{"
" gl_FragColor = texture2DRect(s_texture, v_texCoord).rgba; \n"
"}";
shader_rectangle_arb_ =
CreateProgram(kVertexShader, kFragmentShaderRectangle);
}
Shader MyInstance::CreateProgram(const char* vertex_shader,
const char* fragment_shader) {
Shader shader;
// Create shader program.
shader.program = gles2_if_->CreateProgram(context_->pp_resource());
CreateShader(
shader.program, GL_VERTEX_SHADER, vertex_shader, strlen(vertex_shader));
CreateShader(shader.program,
GL_FRAGMENT_SHADER,
fragment_shader,
strlen(fragment_shader));
gles2_if_->LinkProgram(context_->pp_resource(), shader.program);
gles2_if_->UseProgram(context_->pp_resource(), shader.program);
gles2_if_->Uniform1i(
context_->pp_resource(),
gles2_if_->GetUniformLocation(
context_->pp_resource(), shader.program, "s_texture"),
0);
assertNoGLError();
shader.texcoord_scale_location = gles2_if_->GetUniformLocation(
context_->pp_resource(), shader.program, "v_scale");
GLint pos_location = gles2_if_->GetAttribLocation(
context_->pp_resource(), shader.program, "a_position");
GLint tc_location = gles2_if_->GetAttribLocation(
context_->pp_resource(), shader.program, "a_texCoord");
assertNoGLError();
gles2_if_->EnableVertexAttribArray(context_->pp_resource(), pos_location);
gles2_if_->VertexAttribPointer(
context_->pp_resource(), pos_location, 2, GL_FLOAT, GL_FALSE, 0, 0);
gles2_if_->EnableVertexAttribArray(context_->pp_resource(), tc_location);
gles2_if_->VertexAttribPointer(
context_->pp_resource(),
tc_location,
2,
GL_FLOAT,
GL_FALSE,
0,
static_cast<float*>(0) + 8); // Skip position coordinates.
gles2_if_->UseProgram(context_->pp_resource(), 0);
assertNoGLError();
return shader;
}
void MyInstance::CreateShader(GLuint program,
GLenum type,
const char* source,
int size) {
GLuint shader = gles2_if_->CreateShader(context_->pp_resource(), type);
gles2_if_->ShaderSource(context_->pp_resource(), shader, 1, &source, &size);
gles2_if_->CompileShader(context_->pp_resource(), shader);
gles2_if_->AttachShader(context_->pp_resource(), program, shader);
gles2_if_->DeleteShader(context_->pp_resource(), shader);
}
// This object is the global object representing this plugin library as long
// as it is loaded.
class MyModule : public pp::Module {
public:
MyModule() : pp::Module() {}
virtual ~MyModule() {}
virtual pp::Instance* CreateInstance(PP_Instance instance) {
return new MyInstance(instance, this);
}
};
} // anonymous namespace
namespace pp {
// Factory function for your specialization of the Module object.
Module* CreateModule() {
return new MyModule();
}
} // namespace pp
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