bool loadShader( GPU::Shader& shader, const std::string& basename, std::string *logs ) { GPU::Shader::VertPg vpg; GPU::Shader::FragPg fpg; return vpg.CompileSrcString( resourceContent(":/shaders/"+basename+".vert").c_str(), logs ) && fpg.CompileSrcString( resourceContent(":/shaders/"+basename+".frag").c_str(), logs ) && shader.Attach( vpg ).AttachAndLink( fpg, logs ); }
void InspectorPageAgent::getResourceContent(ErrorString* errorString, const String& frameId, const String& url, String* content, bool* base64Encoded) { LocalFrame* frame = assertFrame(errorString, frameId); if (!frame) return; resourceContent(errorString, frame, KURL(ParsedURLString, url), content, base64Encoded); }
void InspectorPageAgent::getResourceContent(ErrorString* errorString, const String& frameId, const String& url, String* content, bool* base64Encoded) { Frame* frame = frameForId(frameId); if (!frame) { *errorString = "No frame for given id found"; return; } resourceContent(errorString, frame, KURL(ParsedURLString, url), content, base64Encoded); }