Index: client/deps/glbench/src/shaders.cc |
diff --git a/client/deps/glbench/src/shaders.cc b/client/deps/glbench/src/shaders.cc |
deleted file mode 100644 |
index b414e77270315e07a02290037d1ff97a735cdc68..0000000000000000000000000000000000000000 |
--- a/client/deps/glbench/src/shaders.cc |
+++ /dev/null |
@@ -1,468 +0,0 @@ |
-// Copyright (c) 2010 The Chromium OS 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 <sys/mman.h> |
- |
-#include "base/logging.h" |
- |
-#include "main.h" |
-#include "shaders.h" |
-#include "utils.h" |
-#include "yuv2rgb.h" |
- |
- |
-const char *simple_vertex_shader = |
-"attribute vec4 c1;" |
-"void main() {" |
-" gl_Position = c1;" |
-"}"; |
- |
-const char *simple_vertex_shader_2_attr = |
-"attribute vec4 c1;" |
-"attribute vec4 c2;" |
-"void main() {" |
-" gl_Position = c1+c2;" |
-"}"; |
- |
-const char *simple_vertex_shader_4_attr = |
-"attribute vec4 c1;" |
-"attribute vec4 c2;" |
-"attribute vec4 c3;" |
-"attribute vec4 c4;" |
-"void main() {" |
-" gl_Position = c1+c2+c3+c4;" |
-"}"; |
- |
-const char *simple_vertex_shader_8_attr = |
-"attribute vec4 c1;" |
-"attribute vec4 c2;" |
-"attribute vec4 c3;" |
-"attribute vec4 c4;" |
-"attribute vec4 c5;" |
-"attribute vec4 c6;" |
-"attribute vec4 c7;" |
-"attribute vec4 c8;" |
-"void main() {" |
-" gl_Position = c1+c2+c3+c4+c5+c6+c7+c8;" |
-"}"; |
- |
- |
-const char *simple_fragment_shader = |
-"void main() {" |
-" gl_FragColor = vec4(0.5);" |
-"}"; |
- |
- |
-ShaderProgram AttributeFetchShaderProgram(int attribute_count, |
- GLuint vertex_buffers[]) { |
- const char *vertex_shader = NULL; |
- switch (attribute_count) { |
- case 1: vertex_shader = simple_vertex_shader; break; |
- case 2: vertex_shader = simple_vertex_shader_2_attr; break; |
- case 4: vertex_shader = simple_vertex_shader_4_attr; break; |
- case 8: vertex_shader = simple_vertex_shader_8_attr; break; |
- default: return 0; |
- } |
- ShaderProgram program = |
- InitShaderProgram(vertex_shader, simple_fragment_shader); |
- |
- for (int i = 0; i < attribute_count; i++) { |
- char attribute[] = "c_"; |
- attribute[1] = '1' + i; |
- int attribute_index = glGetAttribLocation(program, attribute); |
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers[i]); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- } |
- |
- return program; |
-} |
- |
-#define I915_WORKAROUND 1 |
- |
-#if I915_WORKAROUND |
-#define V1 "gl_TexCoord[0]" |
-#define V2 "gl_TexCoord[1]" |
-#define V3 "gl_TexCoord[2]" |
-#define V4 "gl_TexCoord[3]" |
-#define V5 "gl_TexCoord[4]" |
-#define V6 "gl_TexCoord[5]" |
-#define V7 "gl_TexCoord[6]" |
-#define V8 "gl_TexCoord[7]" |
-#define DDX "dFdx" |
-#define DDY "dFdy" |
-#else |
-#define V1 "v1" |
-#define V2 "v2" |
-#define V3 "v3" |
-#define V4 "v4" |
-#define V5 "v5" |
-#define V6 "v6" |
-#define V7 "v7" |
-#define V8 "v8" |
-#define DDX "ddx" |
-#define DDY "ddy" |
-#endif |
- |
-const char *basic_texture_vertex_shader = |
-"attribute vec4 c1;" |
-"attribute vec4 c2;" |
-"varying vec2 v1;" |
-"void main() {" |
-" gl_Position = c1;" |
-" " V1 " = c2;" |
-"}"; |
- |
-const char *basic_texture_fragment_shader = |
-"uniform sampler2D texture_sampler;" |
-"varying vec2 v1;" |
-"void main() {" |
-" gl_FragColor = texture2D(texture_sampler, " V1 ".xy);" |
-"}"; |
- |
-ShaderProgram BasicTextureShaderProgram(GLuint vertex_buffer, |
- GLuint texture_buffer) { |
- ShaderProgram program = |
- InitShaderProgram(basic_texture_vertex_shader, |
- basic_texture_fragment_shader); |
- |
- // Set up the texture sampler |
- int textureSampler = glGetUniformLocation(program, "texture_sampler"); |
- glUniform1i(textureSampler, 0); |
- |
- // Set up vertex attribute |
- int attribute_index = glGetAttribLocation(program, "c1"); |
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- |
- // Set up texture attribute |
- attribute_index = glGetAttribLocation(program, "c2"); |
- glBindBuffer(GL_ARRAY_BUFFER, texture_buffer); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- |
- return program; |
-} |
- |
-const char *double_texture_blend_vertex_shader = |
-"attribute vec4 c1;" |
-"attribute vec4 c2;" |
-"attribute vec4 c3;" |
-"varying vec2 v1;" |
-"varying vec2 v2;" |
-"void main() {" |
-" gl_Position = c1;" |
-" " V1 " = c2;" |
-" " V2 " = c3;" |
-"}"; |
- |
-const char *double_texture_blend_fragment_shader = |
-"uniform sampler2D texture_sampler_0;" |
-"uniform sampler2D texture_sampler_1;" |
-"varying vec2 v1;" |
-"varying vec2 v2;" |
-"void main() {" |
-" vec4 one = texture2D(texture_sampler_0, " V1 ".xy);" |
-" vec4 two = texture2D(texture_sampler_1, " V2 ".xy);" |
-" gl_FragColor = mix(one, two, 0.5);" |
-"}"; |
- |
-// This shader blends the three textures |
-ShaderProgram DoubleTextureBlendShaderProgram(GLuint vertex_buffer, |
- GLuint texture_buffer_0, |
- GLuint texture_buffer_1) { |
- ShaderProgram program = |
- InitShaderProgram(double_texture_blend_vertex_shader, |
- double_texture_blend_fragment_shader); |
- |
- // Set up the texture sampler |
- int textureSampler0 = glGetUniformLocation(program, "texture_sampler_0"); |
- glUniform1i(textureSampler0, 0); |
- int textureSampler1 = glGetUniformLocation(program, "texture_sampler_1"); |
- glUniform1i(textureSampler1, 1); |
- |
- // Set up vertex attribute |
- int attribute_index = glGetAttribLocation(program, "c1"); |
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- |
- // Set up texture attributes |
- attribute_index = glGetAttribLocation(program, "c2"); |
- glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_0); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- |
- attribute_index = glGetAttribLocation(program, "c3"); |
- glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_1); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- |
- return program; |
-} |
- |
-const char *triple_texture_blend_vertex_shader = |
-"attribute vec4 c1;" |
-"attribute vec4 c2;" |
-"attribute vec4 c3;" |
-"attribute vec4 c4;" |
-"varying vec2 v1;" |
-"varying vec2 v2;" |
-"varying vec2 v3;" |
-"void main() {" |
-" gl_Position = c1;" |
-" " V1 " = c2;" |
-" " V2 " = c3;" |
-" " V3 " = c4;" |
-"}"; |
- |
-const char *triple_texture_blend_fragment_shader = |
-"uniform sampler2D texture_sampler_0;" |
-"uniform sampler2D texture_sampler_1;" |
-"uniform sampler2D texture_sampler_2;" |
-"varying vec2 v1;" |
-"varying vec2 v2;" |
-"varying vec2 v3;" |
-"void main() {" |
-" vec4 one = texture2D(texture_sampler_0, " V1 ".xy);" |
-" vec4 two = texture2D(texture_sampler_1, " V2 ".xy);" |
-" vec4 three = texture2D(texture_sampler_2, " V3 ".xy);" |
-" gl_FragColor = mix(mix(one, two, 0.5), three, 0.5);" |
-"}"; |
- |
-// This shader blends the three textures |
-ShaderProgram TripleTextureBlendShaderProgram(GLuint vertex_buffer, |
- GLuint texture_buffer_0, |
- GLuint texture_buffer_1, |
- GLuint texture_buffer_2) { |
- ShaderProgram program = |
- InitShaderProgram(triple_texture_blend_vertex_shader, |
- triple_texture_blend_fragment_shader); |
- |
- // Set up the texture sampler |
- int textureSampler0 = glGetUniformLocation(program, "texture_sampler_0"); |
- glUniform1i(textureSampler0, 0); |
- int textureSampler1 = glGetUniformLocation(program, "texture_sampler_1"); |
- glUniform1i(textureSampler1, 1); |
- int textureSampler2 = glGetUniformLocation(program, "texture_sampler_2"); |
- glUniform1i(textureSampler2, 2); |
- |
- // Set up vertex attribute |
- int attribute_index = glGetAttribLocation(program, "c1"); |
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- |
- // Set up texture attributes |
- attribute_index = glGetAttribLocation(program, "c2"); |
- glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_0); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- |
- attribute_index = glGetAttribLocation(program, "c3"); |
- glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_1); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- |
- attribute_index = glGetAttribLocation(program, "c4"); |
- glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_2); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- |
- return program; |
-} |
- |
-const char *vertex_shader_1_varying = |
-"attribute vec4 c;" |
-"varying vec4 v1;" |
-"void main() {" |
-" gl_Position = c;" |
- V1 "= c;" |
-"}"; |
- |
-const char *vertex_shader_2_varying = |
-"attribute vec4 c;" |
-"varying vec4 v1;" |
-"varying vec4 v2;" |
-"void main() {" |
-" gl_Position = c;" |
- V1 "=" V2 "= c/2.;" |
-"}"; |
- |
-const char *vertex_shader_4_varying = |
-"attribute vec4 c;" |
-"varying vec4 v1;" |
-"varying vec4 v2;" |
-"varying vec4 v3;" |
-"varying vec4 v4;" |
-"void main() {" |
-" gl_Position = c;" |
- V1 "=" V2 "=" V3 "=" V4 "= c/4.;" |
-"}"; |
- |
-const char *vertex_shader_8_varying = |
-"attribute vec4 c;" |
-"varying vec4 v1;" |
-"varying vec4 v2;" |
-"varying vec4 v3;" |
-"varying vec4 v4;" |
-"varying vec4 v5;" |
-"varying vec4 v6;" |
-"varying vec4 v7;" |
-"varying vec4 v8;" |
-"void main() {" |
-" gl_Position = c;" |
- V1 "=" V2 "=" V3 "=" V4 "=" V5 "=" V6 "=" V7 "=" V8 "= c/8.;" |
-"}"; |
- |
-const char *fragment_shader_1_varying = |
-"varying vec4 v1;" |
-"void main() {" |
-" gl_FragColor =" V1 ";" |
-"}"; |
- |
-const char *fragment_shader_2_varying = |
-"varying vec4 v1;" |
-"varying vec4 v2;" |
-"void main() {" |
-" gl_FragColor =" V1 "+" V2 ";" |
-"}"; |
- |
-const char *fragment_shader_4_varying = |
-"varying vec4 v1;" |
-"varying vec4 v2;" |
-"varying vec4 v3;" |
-"varying vec4 v4;" |
-"void main() {" |
-" gl_FragColor =" V1 "+" V2 "+" V3 "+" V4 ";" |
-"}"; |
- |
-const char *fragment_shader_8_varying = |
-"varying vec4 v1;" |
-"varying vec4 v2;" |
-"varying vec4 v3;" |
-"varying vec4 v4;" |
-"varying vec4 v5;" |
-"varying vec4 v6;" |
-"varying vec4 v7;" |
-"varying vec4 v8;" |
-"void main() {" |
-" gl_FragColor =" V1 "+" V2 "+" V3 "+" V4 "+" V5 "+" V6 "+" V7 "+" V8 ";" |
-"}"; |
- |
-const char *fragment_shader_ddx = |
-"varying vec4 v1;" |
-"void main() {" |
-" gl_FragColor = vec4(" DDX "(" V1 ".x), 0., 0., 1.);" |
-"}"; |
- |
-const char *fragment_shader_ddy = |
-"varying vec4 v1;" |
-"void main() {" |
-" gl_FragColor = vec4(" DDY "(" V1 ".y), 0., 0., 1.);" |
-"}"; |
- |
-#undef V1 |
-#undef V2 |
-#undef V3 |
-#undef V4 |
-#undef V5 |
-#undef V6 |
-#undef V7 |
-#undef V8 |
-#undef DDX |
-#undef DDY |
- |
- |
-ShaderProgram VaryingsShaderProgram(int varyings_count, GLuint vertex_buffer) { |
- const char *vertex_shader = NULL; |
- const char *fragment_shader = NULL; |
- switch (varyings_count) { |
- case 1: |
- vertex_shader = vertex_shader_1_varying; |
- fragment_shader = fragment_shader_1_varying; |
- break; |
- case 2: |
- vertex_shader = vertex_shader_2_varying; |
- fragment_shader = fragment_shader_2_varying; |
- break; |
- case 4: |
- vertex_shader = vertex_shader_4_varying; |
- fragment_shader = fragment_shader_4_varying; |
- break; |
- case 8: |
- vertex_shader = vertex_shader_8_varying; |
- fragment_shader = fragment_shader_8_varying; |
- break; |
- default: return 0; |
- } |
- ShaderProgram program = |
- InitShaderProgram(vertex_shader, fragment_shader); |
- |
- int attribute_index = glGetAttribLocation(program, "c"); |
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- |
- return program; |
-} |
- |
- |
-ShaderProgram DdxDdyShaderProgram(bool ddx, GLuint vertex_buffer) { |
- ShaderProgram program = |
- InitShaderProgram(vertex_shader_1_varying, |
- ddx ? fragment_shader_ddx : fragment_shader_ddy); |
- |
- int attribute_index = glGetAttribLocation(program, "c"); |
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- |
- return program; |
-} |
- |
-ShaderProgram YuvToRgbShaderProgram(int type, GLuint vertex_buffer, |
- int width, int height) { |
- const char *vertex = type == 1 ? YUV2RGB_VERTEX_1 : YUV2RGB_VERTEX_2; |
- const char *fragment = type == 1 ? YUV2RGB_FRAGMENT_1 : YUV2RGB_FRAGMENT_2; |
- size_t size_vertex = 0; |
- size_t size_fragment = 0; |
- char *yuv_to_rgb_vertex = static_cast<char *>( |
- MmapFile(vertex, &size_vertex)); |
- char *yuv_to_rgb_fragment = static_cast<char *>( |
- MmapFile(fragment, &size_fragment)); |
- ShaderProgram program = 0; |
- |
- if (!yuv_to_rgb_fragment || !yuv_to_rgb_vertex) |
- goto done; |
- |
- { |
- program = InitShaderProgram(yuv_to_rgb_vertex, |
- yuv_to_rgb_fragment); |
- |
- int imageWidthUniform = glGetUniformLocation(program, "imageWidth"); |
- int imageHeightUniform = glGetUniformLocation(program, "imageHeight"); |
- int textureSampler = glGetUniformLocation(program, "textureSampler"); |
- int evenLinesSampler = glGetUniformLocation(program, "paritySampler"); |
- |
- glUniform1f(imageWidthUniform, width); |
- glUniform1f(imageHeightUniform, height); |
- glUniform1i(textureSampler, 0); |
- glUniform1i(evenLinesSampler, 1); |
- |
- int attribute_index = glGetAttribLocation(program, "c"); |
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
- glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
- glEnableVertexAttribArray(attribute_index); |
- return program; |
- } |
- |
- |
-done: |
- munmap(yuv_to_rgb_fragment, size_fragment); |
- munmap(yuv_to_rgb_fragment, size_vertex); |
- return program; |
-} |