|  | // 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 "cc/output/program_binding.h" | 
|  |  | 
|  | #include "base/debug/trace_event.h" | 
|  | #include "cc/output/geometry_binding.h" | 
|  | #include "gpu/command_buffer/client/gles2_interface.h" | 
|  |  | 
|  | using gpu::gles2::GLES2Interface; | 
|  |  | 
|  | namespace cc { | 
|  |  | 
|  | ProgramBindingBase::ProgramBindingBase() | 
|  | : program_(0), | 
|  | vertex_shader_id_(0), | 
|  | fragment_shader_id_(0), | 
|  | initialized_(false) {} | 
|  |  | 
|  | ProgramBindingBase::~ProgramBindingBase() { | 
|  | // If you hit these asserts, you initialized but forgot to call Cleanup(). | 
|  | DCHECK(!program_); | 
|  | DCHECK(!vertex_shader_id_); | 
|  | DCHECK(!fragment_shader_id_); | 
|  | DCHECK(!initialized_); | 
|  | } | 
|  |  | 
|  | bool ProgramBindingBase::Init(GLES2Interface* context, | 
|  | const std::string& vertex_shader, | 
|  | const std::string& fragment_shader) { | 
|  | TRACE_EVENT0("cc", "ProgramBindingBase::init"); | 
|  | vertex_shader_id_ = LoadShader(context, GL_VERTEX_SHADER, vertex_shader); | 
|  | if (!vertex_shader_id_) | 
|  | return false; | 
|  |  | 
|  | fragment_shader_id_ = | 
|  | LoadShader(context, GL_FRAGMENT_SHADER, fragment_shader); | 
|  | if (!fragment_shader_id_) { | 
|  | context->DeleteShader(vertex_shader_id_); | 
|  | vertex_shader_id_ = 0; | 
|  | return false; | 
|  | } | 
|  |  | 
|  | program_ = | 
|  | CreateShaderProgram(context, vertex_shader_id_, fragment_shader_id_); | 
|  | return !!program_; | 
|  | } | 
|  |  | 
|  | bool ProgramBindingBase::Link(GLES2Interface* context) { | 
|  | context->LinkProgram(program_); | 
|  | CleanupShaders(context); | 
|  | if (!program_) | 
|  | return false; | 
|  | #ifndef NDEBUG | 
|  | int linked = 0; | 
|  | context->GetProgramiv(program_, GL_LINK_STATUS, &linked); | 
|  | if (!linked) | 
|  | return false; | 
|  | #endif | 
|  | return true; | 
|  | } | 
|  |  | 
|  | void ProgramBindingBase::Cleanup(GLES2Interface* context) { | 
|  | initialized_ = false; | 
|  | if (!program_) | 
|  | return; | 
|  |  | 
|  | DCHECK(context); | 
|  | context->DeleteProgram(program_); | 
|  | program_ = 0; | 
|  |  | 
|  | CleanupShaders(context); | 
|  | } | 
|  |  | 
|  | unsigned ProgramBindingBase::LoadShader(GLES2Interface* context, | 
|  | unsigned type, | 
|  | const std::string& shader_source) { | 
|  | unsigned shader = context->CreateShader(type); | 
|  | if (!shader) | 
|  | return 0u; | 
|  |  | 
|  | const char* shader_source_str[] = { shader_source.data() }; | 
|  | int shader_length[] = { static_cast<int>(shader_source.length()) }; | 
|  | context->ShaderSource( | 
|  | shader, 1, | 
|  | shader_source_str, | 
|  | shader_length); | 
|  | context->CompileShader(shader); | 
|  | #ifndef NDEBUG | 
|  | int compiled = 0; | 
|  | context->GetShaderiv(shader, GL_COMPILE_STATUS, &compiled); | 
|  | if (!compiled) | 
|  | return 0u; | 
|  | #endif | 
|  | return shader; | 
|  | } | 
|  |  | 
|  | unsigned ProgramBindingBase::CreateShaderProgram(GLES2Interface* context, | 
|  | unsigned vertex_shader, | 
|  | unsigned fragment_shader) { | 
|  | unsigned program_object = context->CreateProgram(); | 
|  | if (!program_object) | 
|  | return 0; | 
|  |  | 
|  | context->AttachShader(program_object, vertex_shader); | 
|  | context->AttachShader(program_object, fragment_shader); | 
|  |  | 
|  | // Bind the common attrib locations. | 
|  | context->BindAttribLocation( | 
|  | program_object, GeometryBinding::PositionAttribLocation(), "a_position"); | 
|  | context->BindAttribLocation( | 
|  | program_object, GeometryBinding::TexCoordAttribLocation(), "a_texCoord"); | 
|  | context->BindAttribLocation(program_object, | 
|  | GeometryBinding::TriangleIndexAttribLocation(), | 
|  | "a_index"); | 
|  |  | 
|  | return program_object; | 
|  | } | 
|  |  | 
|  | void ProgramBindingBase::CleanupShaders(GLES2Interface* context) { | 
|  | if (vertex_shader_id_) { | 
|  | context->DeleteShader(vertex_shader_id_); | 
|  | vertex_shader_id_ = 0; | 
|  | } | 
|  | if (fragment_shader_id_) { | 
|  | context->DeleteShader(fragment_shader_id_); | 
|  | fragment_shader_id_ = 0; | 
|  | } | 
|  | } | 
|  |  | 
|  | }  // namespace cc |