#ifndef CC_OUTPUT_PROGRAM_BINDING_H_
#define CC_OUTPUT_PROGRAM_BINDING_H_
#include <string>
#include "base/logging.h"
#include "cc/output/context_provider.h"
#include "cc/output/shader.h"
namespace gpu {
namespace gles2 {
class GLES2Interface;
}
}
namespace cc {
class ProgramBindingBase {
public:
ProgramBindingBase();
~ProgramBindingBase();
bool Init(gpu::gles2::GLES2Interface* context,
const std::string& vertex_shader,
const std::string& fragment_shader);
bool Link(gpu::gles2::GLES2Interface* context);
void Cleanup(gpu::gles2::GLES2Interface* context);
unsigned program() const { return program_; }
bool initialized() const { return initialized_; }
protected:
unsigned LoadShader(gpu::gles2::GLES2Interface* context,
unsigned type,
const std::string& shader_source);
unsigned CreateShaderProgram(gpu::gles2::GLES2Interface* context,
unsigned vertex_shader,
unsigned fragment_shader);
void CleanupShaders(gpu::gles2::GLES2Interface* context);
unsigned program_;
unsigned vertex_shader_id_;
unsigned fragment_shader_id_;
bool initialized_;
private:
DISALLOW_COPY_AND_ASSIGN(ProgramBindingBase);
};
template <class VertexShader, class FragmentShader>
class ProgramBinding : public ProgramBindingBase {
public:
ProgramBinding() {}
void Initialize(ContextProvider* context_provider,
TexCoordPrecision precision,
SamplerType sampler) {
DCHECK(context_provider);
DCHECK(!initialized_);
if (context_provider->IsContextLost())
return;
if (!ProgramBindingBase::Init(
context_provider->ContextGL(),
vertex_shader_.GetShaderString(),
fragment_shader_.GetShaderString(precision, sampler))) {
DCHECK(context_provider->IsContextLost());
return;
}
int base_uniform_index = 0;
vertex_shader_.Init(context_provider->ContextGL(),
program_, &base_uniform_index);
fragment_shader_.Init(context_provider->ContextGL(),
program_, &base_uniform_index);
if (!Link(context_provider->ContextGL())) {
DCHECK(context_provider->IsContextLost());
return;
}
initialized_ = true;
}
const VertexShader& vertex_shader() const { return vertex_shader_; }
const FragmentShader& fragment_shader() const { return fragment_shader_; }
private:
VertexShader vertex_shader_;
FragmentShader fragment_shader_;
DISALLOW_COPY_AND_ASSIGN(ProgramBinding);
};
}
#endif