1 // Copyright 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #ifndef ProgramBinding_h
6 #define ProgramBinding_h
8 #if USE(ACCELERATED_COMPOSITING)
13 class WebGraphicsContext3D
;
18 class ProgramBindingBase
{
21 ~ProgramBindingBase();
23 void init(WebKit::WebGraphicsContext3D
*, const std::string
& vertexShader
, const std::string
& fragmentShader
);
24 void link(WebKit::WebGraphicsContext3D
*);
25 void cleanup(WebKit::WebGraphicsContext3D
*);
27 unsigned program() const { ASSERT(m_initialized
); return m_program
; }
28 bool initialized() const { return m_initialized
; }
32 unsigned loadShader(WebKit::WebGraphicsContext3D
*, unsigned type
, const std::string
& shaderSource
);
33 unsigned createShaderProgram(WebKit::WebGraphicsContext3D
*, unsigned vertexShader
, unsigned fragmentShader
);
34 void cleanupShaders(WebKit::WebGraphicsContext3D
*);
37 unsigned m_vertexShaderId
;
38 unsigned m_fragmentShaderId
;
42 template<class VertexShader
, class FragmentShader
>
43 class ProgramBinding
: public ProgramBindingBase
{
45 explicit ProgramBinding(WebKit::WebGraphicsContext3D
* context
)
47 ProgramBindingBase::init(context
, m_vertexShader
.getShaderString(), m_fragmentShader
.getShaderString());
50 void initialize(WebKit::WebGraphicsContext3D
* context
, bool usingBindUniform
)
54 ASSERT(!m_initialized
);
56 // Need to bind uniforms before linking
57 if (!usingBindUniform
)
60 int baseUniformIndex
= 0;
61 m_vertexShader
.init(context
, m_program
, usingBindUniform
, &baseUniformIndex
);
62 m_fragmentShader
.init(context
, m_program
, usingBindUniform
, &baseUniformIndex
);
64 // Link after binding uniforms
71 const VertexShader
& vertexShader() const { return m_vertexShader
; }
72 const FragmentShader
& fragmentShader() const { return m_fragmentShader
; }
76 VertexShader m_vertexShader
;
77 FragmentShader m_fragmentShader
;
82 #endif // USE(ACCELERATED_COMPOSITING)