| 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;
|
| -}
|
|
|