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| 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. | |
| 4 | |
| 5 #include "config.h" | |
| 6 | |
| 7 #if USE(ACCELERATED_COMPOSITING) | |
| 8 | |
| 9 #include "ShaderChromium.h" | |
| 10 | |
| 11 #include <public/WebGraphicsContext3D.h> | |
| 12 #include <wtf/StdLibExtras.h> | |
| 13 | |
| 14 #define SHADER0(Src) #Src | |
| 15 #define SHADER(Src) SHADER0(Src) | |
| 16 | |
| 17 using WebKit::WebGraphicsContext3D; | |
| 18 | |
| 19 namespace cc { | |
| 20 | |
| 21 namespace { | |
| 22 | |
| 23 static void getProgramUniformLocations(WebGraphicsContext3D* context, unsigned p
rogram, const char** shaderUniforms, size_t count, size_t maxLocations, int* loc
ations, bool usingBindUniform, int* baseUniformIndex) | |
| 24 { | |
| 25 for (size_t uniformIndex = 0; uniformIndex < count; uniformIndex ++) { | |
| 26 ASSERT(uniformIndex < maxLocations); | |
| 27 | |
| 28 if (usingBindUniform) { | |
| 29 locations[uniformIndex] = (*baseUniformIndex)++; | |
| 30 context->bindUniformLocationCHROMIUM(program, locations[uniformIndex
], shaderUniforms[uniformIndex]); | |
| 31 } else | |
| 32 locations[uniformIndex] = context->getUniformLocation(program, shade
rUniforms[uniformIndex]); | |
| 33 } | |
| 34 } | |
| 35 | |
| 36 } | |
| 37 | |
| 38 VertexShaderPosTex::VertexShaderPosTex() | |
| 39 : m_matrixLocation(-1) | |
| 40 { | |
| 41 } | |
| 42 | |
| 43 void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, b
ool usingBindUniform, int* baseUniformIndex) | |
| 44 { | |
| 45 static const char* shaderUniforms[] = { | |
| 46 "matrix", | |
| 47 }; | |
| 48 int locations[1]; | |
| 49 | |
| 50 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 51 | |
| 52 m_matrixLocation = locations[0]; | |
| 53 ASSERT(m_matrixLocation != -1); | |
| 54 } | |
| 55 | |
| 56 std::string VertexShaderPosTex::getShaderString() const | |
| 57 { | |
| 58 return SHADER( | |
| 59 attribute vec4 a_position; | |
| 60 attribute vec2 a_texCoord; | |
| 61 uniform mat4 matrix; | |
| 62 varying vec2 v_texCoord; | |
| 63 void main() | |
| 64 { | |
| 65 gl_Position = matrix * a_position; | |
| 66 v_texCoord = a_texCoord; | |
| 67 } | |
| 68 ); | |
| 69 } | |
| 70 | |
| 71 VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch() | |
| 72 : m_matrixLocation(-1) | |
| 73 , m_yWidthScaleFactorLocation(-1) | |
| 74 , m_uvWidthScaleFactorLocation(-1) | |
| 75 { | |
| 76 } | |
| 77 | |
| 78 void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned
program, bool usingBindUniform, int* baseUniformIndex) | |
| 79 { | |
| 80 static const char* shaderUniforms[] = { | |
| 81 "matrix", | |
| 82 "y_widthScaleFactor", | |
| 83 "uv_widthScaleFactor", | |
| 84 }; | |
| 85 int locations[3]; | |
| 86 | |
| 87 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 88 | |
| 89 m_matrixLocation = locations[0]; | |
| 90 m_yWidthScaleFactorLocation = locations[1]; | |
| 91 m_uvWidthScaleFactorLocation = locations[2]; | |
| 92 ASSERT(m_matrixLocation != -1 && m_yWidthScaleFactorLocation != -1 && m_uvWi
dthScaleFactorLocation != -1); | |
| 93 } | |
| 94 | |
| 95 std::string VertexShaderPosTexYUVStretch::getShaderString() const | |
| 96 { | |
| 97 return SHADER( | |
| 98 precision mediump float; | |
| 99 attribute vec4 a_position; | |
| 100 attribute vec2 a_texCoord; | |
| 101 uniform mat4 matrix; | |
| 102 varying vec2 y_texCoord; | |
| 103 varying vec2 uv_texCoord; | |
| 104 uniform float y_widthScaleFactor; | |
| 105 uniform float uv_widthScaleFactor; | |
| 106 void main() | |
| 107 { | |
| 108 gl_Position = matrix * a_position; | |
| 109 y_texCoord = vec2(y_widthScaleFactor * a_texCoord.x, a_texCoord.y); | |
| 110 uv_texCoord = vec2(uv_widthScaleFactor * a_texCoord.x, a_texCoord.y)
; | |
| 111 } | |
| 112 ); | |
| 113 } | |
| 114 | |
| 115 VertexShaderPos::VertexShaderPos() | |
| 116 : m_matrixLocation(-1) | |
| 117 { | |
| 118 } | |
| 119 | |
| 120 void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program, bool
usingBindUniform, int* baseUniformIndex) | |
| 121 { | |
| 122 static const char* shaderUniforms[] = { | |
| 123 "matrix", | |
| 124 }; | |
| 125 int locations[1]; | |
| 126 | |
| 127 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 128 | |
| 129 m_matrixLocation = locations[0]; | |
| 130 ASSERT(m_matrixLocation != -1); | |
| 131 } | |
| 132 | |
| 133 std::string VertexShaderPos::getShaderString() const | |
| 134 { | |
| 135 return SHADER( | |
| 136 attribute vec4 a_position; | |
| 137 uniform mat4 matrix; | |
| 138 void main() | |
| 139 { | |
| 140 gl_Position = matrix * a_position; | |
| 141 } | |
| 142 ); | |
| 143 } | |
| 144 | |
| 145 VertexShaderPosTexTransform::VertexShaderPosTexTransform() | |
| 146 : m_matrixLocation(-1) | |
| 147 , m_texTransformLocation(-1) | |
| 148 { | |
| 149 } | |
| 150 | |
| 151 void VertexShaderPosTexTransform::init(WebGraphicsContext3D* context, unsigned p
rogram, bool usingBindUniform, int* baseUniformIndex) | |
| 152 { | |
| 153 static const char* shaderUniforms[] = { | |
| 154 "matrix", | |
| 155 "texTransform", | |
| 156 }; | |
| 157 int locations[2]; | |
| 158 | |
| 159 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 160 | |
| 161 m_matrixLocation = locations[0]; | |
| 162 m_texTransformLocation = locations[1]; | |
| 163 ASSERT(m_matrixLocation != -1 && m_texTransformLocation != -1); | |
| 164 } | |
| 165 | |
| 166 std::string VertexShaderPosTexTransform::getShaderString() const | |
| 167 { | |
| 168 return SHADER( | |
| 169 attribute vec4 a_position; | |
| 170 attribute vec2 a_texCoord; | |
| 171 uniform mat4 matrix; | |
| 172 uniform vec4 texTransform; | |
| 173 varying vec2 v_texCoord; | |
| 174 void main() | |
| 175 { | |
| 176 gl_Position = matrix * a_position; | |
| 177 v_texCoord = a_texCoord * texTransform.zw + texTransform.xy; | |
| 178 } | |
| 179 ); | |
| 180 } | |
| 181 | |
| 182 VertexShaderQuad::VertexShaderQuad() | |
| 183 : m_matrixLocation(-1) | |
| 184 , m_pointLocation(-1) | |
| 185 { | |
| 186 } | |
| 187 | |
| 188 std::string VertexShaderPosTexIdentity::getShaderString() const | |
| 189 { | |
| 190 return SHADER( | |
| 191 attribute vec4 a_position; | |
| 192 varying vec2 v_texCoord; | |
| 193 void main() | |
| 194 { | |
| 195 gl_Position = a_position; | |
| 196 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; | |
| 197 } | |
| 198 ); | |
| 199 } | |
| 200 | |
| 201 void VertexShaderQuad::init(WebGraphicsContext3D* context, unsigned program, boo
l usingBindUniform, int* baseUniformIndex) | |
| 202 { | |
| 203 static const char* shaderUniforms[] = { | |
| 204 "matrix", | |
| 205 "point", | |
| 206 }; | |
| 207 int locations[2]; | |
| 208 | |
| 209 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 210 | |
| 211 m_matrixLocation = locations[0]; | |
| 212 m_pointLocation = locations[1]; | |
| 213 ASSERT(m_matrixLocation != -1 && m_pointLocation != -1); | |
| 214 } | |
| 215 | |
| 216 std::string VertexShaderQuad::getShaderString() const | |
| 217 { | |
| 218 return SHADER( | |
| 219 attribute vec4 a_position; | |
| 220 attribute vec2 a_texCoord; | |
| 221 uniform mat4 matrix; | |
| 222 uniform vec2 point[4]; | |
| 223 varying vec2 v_texCoord; | |
| 224 void main() | |
| 225 { | |
| 226 vec2 complement = abs(a_texCoord - 1.0); | |
| 227 vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); | |
| 228 pos.xy += (complement.x * complement.y) * point[0]; | |
| 229 pos.xy += (a_texCoord.x * complement.y) * point[1]; | |
| 230 pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; | |
| 231 pos.xy += (complement.x * a_texCoord.y) * point[3]; | |
| 232 gl_Position = matrix * pos; | |
| 233 v_texCoord = pos.xy + vec2(0.5); | |
| 234 } | |
| 235 ); | |
| 236 } | |
| 237 | |
| 238 VertexShaderTile::VertexShaderTile() | |
| 239 : m_matrixLocation(-1) | |
| 240 , m_pointLocation(-1) | |
| 241 , m_vertexTexTransformLocation(-1) | |
| 242 { | |
| 243 } | |
| 244 | |
| 245 void VertexShaderTile::init(WebGraphicsContext3D* context, unsigned program, boo
l usingBindUniform, int* baseUniformIndex) | |
| 246 { | |
| 247 static const char* shaderUniforms[] = { | |
| 248 "matrix", | |
| 249 "point", | |
| 250 "vertexTexTransform", | |
| 251 }; | |
| 252 int locations[3]; | |
| 253 | |
| 254 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 255 | |
| 256 m_matrixLocation = locations[0]; | |
| 257 m_pointLocation = locations[1]; | |
| 258 m_vertexTexTransformLocation = locations[2]; | |
| 259 ASSERT(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransfo
rmLocation != -1); | |
| 260 } | |
| 261 | |
| 262 std::string VertexShaderTile::getShaderString() const | |
| 263 { | |
| 264 return SHADER( | |
| 265 attribute vec4 a_position; | |
| 266 attribute vec2 a_texCoord; | |
| 267 uniform mat4 matrix; | |
| 268 uniform vec2 point[4]; | |
| 269 uniform vec4 vertexTexTransform; | |
| 270 varying vec2 v_texCoord; | |
| 271 void main() | |
| 272 { | |
| 273 vec2 complement = abs(a_texCoord - 1.0); | |
| 274 vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); | |
| 275 pos.xy += (complement.x * complement.y) * point[0]; | |
| 276 pos.xy += (a_texCoord.x * complement.y) * point[1]; | |
| 277 pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; | |
| 278 pos.xy += (complement.x * a_texCoord.y) * point[3]; | |
| 279 gl_Position = matrix * pos; | |
| 280 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; | |
| 281 } | |
| 282 ); | |
| 283 } | |
| 284 | |
| 285 VertexShaderVideoTransform::VertexShaderVideoTransform() | |
| 286 : m_matrixLocation(-1) | |
| 287 , m_texMatrixLocation(-1) | |
| 288 { | |
| 289 } | |
| 290 | |
| 291 bool VertexShaderVideoTransform::init(WebGraphicsContext3D* context, unsigned pr
ogram, bool usingBindUniform, int* baseUniformIndex) | |
| 292 { | |
| 293 static const char* shaderUniforms[] = { | |
| 294 "matrix", | |
| 295 "texMatrix", | |
| 296 }; | |
| 297 int locations[2]; | |
| 298 | |
| 299 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 300 | |
| 301 m_matrixLocation = locations[0]; | |
| 302 m_texMatrixLocation = locations[1]; | |
| 303 return m_matrixLocation != -1 && m_texMatrixLocation != -1; | |
| 304 } | |
| 305 | |
| 306 std::string VertexShaderVideoTransform::getShaderString() const | |
| 307 { | |
| 308 return SHADER( | |
| 309 attribute vec4 a_position; | |
| 310 attribute vec2 a_texCoord; | |
| 311 uniform mat4 matrix; | |
| 312 uniform mat4 texMatrix; | |
| 313 varying vec2 v_texCoord; | |
| 314 void main() | |
| 315 { | |
| 316 gl_Position = matrix * a_position; | |
| 317 v_texCoord = vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y,
0.0, 1.0)); | |
| 318 } | |
| 319 ); | |
| 320 } | |
| 321 | |
| 322 FragmentTexAlphaBinding::FragmentTexAlphaBinding() | |
| 323 : m_samplerLocation(-1) | |
| 324 , m_alphaLocation(-1) | |
| 325 { | |
| 326 } | |
| 327 | |
| 328 void FragmentTexAlphaBinding::init(WebGraphicsContext3D* context, unsigned progr
am, bool usingBindUniform, int* baseUniformIndex) | |
| 329 { | |
| 330 static const char* shaderUniforms[] = { | |
| 331 "s_texture", | |
| 332 "alpha", | |
| 333 }; | |
| 334 int locations[2]; | |
| 335 | |
| 336 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 337 | |
| 338 m_samplerLocation = locations[0]; | |
| 339 m_alphaLocation = locations[1]; | |
| 340 ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1); | |
| 341 } | |
| 342 | |
| 343 FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() | |
| 344 : m_samplerLocation(-1) | |
| 345 { | |
| 346 } | |
| 347 | |
| 348 void FragmentTexOpaqueBinding::init(WebGraphicsContext3D* context, unsigned prog
ram, bool usingBindUniform, int* baseUniformIndex) | |
| 349 { | |
| 350 static const char* shaderUniforms[] = { | |
| 351 "s_texture", | |
| 352 }; | |
| 353 int locations[1]; | |
| 354 | |
| 355 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 356 | |
| 357 m_samplerLocation = locations[0]; | |
| 358 ASSERT(m_samplerLocation != -1); | |
| 359 } | |
| 360 | |
| 361 std::string FragmentShaderRGBATexFlipAlpha::getShaderString() const | |
| 362 { | |
| 363 return SHADER( | |
| 364 precision mediump float; | |
| 365 varying vec2 v_texCoord; | |
| 366 uniform sampler2D s_texture; | |
| 367 uniform float alpha; | |
| 368 void main() | |
| 369 { | |
| 370 vec4 texColor = texture2D(s_texture, vec2(v_texCoord.x, 1.0 - v_texC
oord.y)); | |
| 371 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w)
* alpha; | |
| 372 } | |
| 373 ); | |
| 374 } | |
| 375 | |
| 376 bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigne
d program, bool usingBindUniform, int* baseUniformIndex) | |
| 377 { | |
| 378 static const char* shaderUniforms[] = { | |
| 379 "s_texture", | |
| 380 }; | |
| 381 int locations[1]; | |
| 382 | |
| 383 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 384 | |
| 385 m_samplerLocation = locations[0]; | |
| 386 return m_samplerLocation != -1; | |
| 387 } | |
| 388 | |
| 389 std::string FragmentShaderOESImageExternal::getShaderString() const | |
| 390 { | |
| 391 // Cannot use the SHADER() macro because of the '#' char | |
| 392 return "#extension GL_OES_EGL_image_external : require \n" | |
| 393 "precision mediump float;\n" | |
| 394 "varying vec2 v_texCoord;\n" | |
| 395 "uniform samplerExternalOES s_texture;\n" | |
| 396 "void main()\n" | |
| 397 "{\n" | |
| 398 " vec4 texColor = texture2D(s_texture, v_texCoord);\n" | |
| 399 " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor
.w);\n" | |
| 400 "}\n"; | |
| 401 } | |
| 402 | |
| 403 std::string FragmentShaderRGBATexAlpha::getShaderString() const | |
| 404 { | |
| 405 return SHADER( | |
| 406 precision mediump float; | |
| 407 varying vec2 v_texCoord; | |
| 408 uniform sampler2D s_texture; | |
| 409 uniform float alpha; | |
| 410 void main() | |
| 411 { | |
| 412 vec4 texColor = texture2D(s_texture, v_texCoord); | |
| 413 gl_FragColor = texColor * alpha; | |
| 414 } | |
| 415 ); | |
| 416 } | |
| 417 | |
| 418 std::string FragmentShaderRGBATexRectFlipAlpha::getShaderString() const | |
| 419 { | |
| 420 // This must be paired with VertexShaderPosTexTransform to pick up the texTr
ansform uniform. | |
| 421 // The necessary #extension preprocessing directive breaks the SHADER and SH
ADER0 macros. | |
| 422 return "#extension GL_ARB_texture_rectangle : require\n" | |
| 423 "precision mediump float;\n" | |
| 424 "varying vec2 v_texCoord;\n" | |
| 425 "uniform vec4 texTransform;\n" | |
| 426 "uniform sampler2DRect s_texture;\n" | |
| 427 "uniform float alpha;\n" | |
| 428 "void main()\n" | |
| 429 "{\n" | |
| 430 " vec4 texColor = texture2DRect(s_texture, vec2(v_texCoord.x, tex
Transform.w - v_texCoord.y));\n" | |
| 431 " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColo
r.w) * alpha;\n" | |
| 432 "}\n"; | |
| 433 } | |
| 434 | |
| 435 std::string FragmentShaderRGBATexRectAlpha::getShaderString() const | |
| 436 { | |
| 437 return "#extension GL_ARB_texture_rectangle : require\n" | |
| 438 "precision mediump float;\n" | |
| 439 "varying vec2 v_texCoord;\n" | |
| 440 "uniform sampler2DRect s_texture;\n" | |
| 441 "uniform float alpha;\n" | |
| 442 "void main()\n" | |
| 443 "{\n" | |
| 444 " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n" | |
| 445 " gl_FragColor = texColor * alpha;\n" | |
| 446 "}\n"; | |
| 447 } | |
| 448 | |
| 449 std::string FragmentShaderRGBATexOpaque::getShaderString() const | |
| 450 { | |
| 451 return SHADER( | |
| 452 precision mediump float; | |
| 453 varying vec2 v_texCoord; | |
| 454 uniform sampler2D s_texture; | |
| 455 void main() | |
| 456 { | |
| 457 vec4 texColor = texture2D(s_texture, v_texCoord); | |
| 458 gl_FragColor = vec4(texColor.rgb, 1.0); | |
| 459 } | |
| 460 ); | |
| 461 } | |
| 462 | |
| 463 std::string FragmentShaderRGBATex::getShaderString() const | |
| 464 { | |
| 465 return SHADER( | |
| 466 precision mediump float; | |
| 467 varying vec2 v_texCoord; | |
| 468 uniform sampler2D s_texture; | |
| 469 void main() | |
| 470 { | |
| 471 gl_FragColor = texture2D(s_texture, v_texCoord); | |
| 472 } | |
| 473 ); | |
| 474 } | |
| 475 | |
| 476 std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const | |
| 477 { | |
| 478 return SHADER( | |
| 479 precision mediump float; | |
| 480 varying vec2 v_texCoord; | |
| 481 uniform sampler2D s_texture; | |
| 482 uniform float alpha; | |
| 483 void main() | |
| 484 { | |
| 485 vec4 texColor = texture2D(s_texture, v_texCoord); | |
| 486 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w)
* alpha; | |
| 487 } | |
| 488 ); | |
| 489 } | |
| 490 | |
| 491 std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const | |
| 492 { | |
| 493 return SHADER( | |
| 494 precision mediump float; | |
| 495 varying vec2 v_texCoord; | |
| 496 uniform sampler2D s_texture; | |
| 497 void main() | |
| 498 { | |
| 499 vec4 texColor = texture2D(s_texture, v_texCoord); | |
| 500 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); | |
| 501 } | |
| 502 ); | |
| 503 } | |
| 504 | |
| 505 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() | |
| 506 : m_samplerLocation(-1) | |
| 507 , m_alphaLocation(-1) | |
| 508 , m_edgeLocation(-1) | |
| 509 { | |
| 510 } | |
| 511 | |
| 512 void FragmentShaderRGBATexAlphaAA::init(WebGraphicsContext3D* context, unsigned
program, bool usingBindUniform, int* baseUniformIndex) | |
| 513 { | |
| 514 static const char* shaderUniforms[] = { | |
| 515 "s_texture", | |
| 516 "alpha", | |
| 517 "edge", | |
| 518 }; | |
| 519 int locations[3]; | |
| 520 | |
| 521 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 522 | |
| 523 m_samplerLocation = locations[0]; | |
| 524 m_alphaLocation = locations[1]; | |
| 525 m_edgeLocation = locations[2]; | |
| 526 ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation !=
-1); | |
| 527 } | |
| 528 | |
| 529 std::string FragmentShaderRGBATexAlphaAA::getShaderString() const | |
| 530 { | |
| 531 return SHADER( | |
| 532 precision mediump float; | |
| 533 varying vec2 v_texCoord; | |
| 534 uniform sampler2D s_texture; | |
| 535 uniform float alpha; | |
| 536 uniform vec3 edge[8]; | |
| 537 void main() | |
| 538 { | |
| 539 vec4 texColor = texture2D(s_texture, v_texCoord); | |
| 540 vec3 pos = vec3(gl_FragCoord.xy, 1); | |
| 541 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | |
| 542 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | |
| 543 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | |
| 544 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | |
| 545 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | |
| 546 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | |
| 547 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | |
| 548 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | |
| 549 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min
(a4, a6) * min(a5, a7)); | |
| 550 } | |
| 551 ); | |
| 552 } | |
| 553 | |
| 554 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() | |
| 555 : m_samplerLocation(-1) | |
| 556 , m_alphaLocation(-1) | |
| 557 , m_fragmentTexTransformLocation(-1) | |
| 558 , m_edgeLocation(-1) | |
| 559 { | |
| 560 } | |
| 561 | |
| 562 void FragmentTexClampAlphaAABinding::init(WebGraphicsContext3D* context, unsigne
d program, bool usingBindUniform, int* baseUniformIndex) | |
| 563 { | |
| 564 static const char* shaderUniforms[] = { | |
| 565 "s_texture", | |
| 566 "alpha", | |
| 567 "fragmentTexTransform", | |
| 568 "edge", | |
| 569 }; | |
| 570 int locations[4]; | |
| 571 | |
| 572 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 573 | |
| 574 m_samplerLocation = locations[0]; | |
| 575 m_alphaLocation = locations[1]; | |
| 576 m_fragmentTexTransformLocation = locations[2]; | |
| 577 m_edgeLocation = locations[3]; | |
| 578 ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTran
sformLocation != -1 && m_edgeLocation != -1); | |
| 579 } | |
| 580 | |
| 581 std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const | |
| 582 { | |
| 583 return SHADER( | |
| 584 precision mediump float; | |
| 585 varying vec2 v_texCoord; | |
| 586 uniform sampler2D s_texture; | |
| 587 uniform float alpha; | |
| 588 uniform vec4 fragmentTexTransform; | |
| 589 uniform vec3 edge[8]; | |
| 590 void main() | |
| 591 { | |
| 592 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.z
w + fragmentTexTransform.xy; | |
| 593 vec4 texColor = texture2D(s_texture, texCoord); | |
| 594 vec3 pos = vec3(gl_FragCoord.xy, 1); | |
| 595 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | |
| 596 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | |
| 597 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | |
| 598 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | |
| 599 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | |
| 600 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | |
| 601 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | |
| 602 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | |
| 603 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min
(a4, a6) * min(a5, a7)); | |
| 604 } | |
| 605 ); | |
| 606 } | |
| 607 | |
| 608 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const | |
| 609 { | |
| 610 return SHADER( | |
| 611 precision mediump float; | |
| 612 varying vec2 v_texCoord; | |
| 613 uniform sampler2D s_texture; | |
| 614 uniform float alpha; | |
| 615 uniform vec4 fragmentTexTransform; | |
| 616 uniform vec3 edge[8]; | |
| 617 void main() | |
| 618 { | |
| 619 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.z
w + fragmentTexTransform.xy; | |
| 620 vec4 texColor = texture2D(s_texture, texCoord); | |
| 621 vec3 pos = vec3(gl_FragCoord.xy, 1); | |
| 622 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | |
| 623 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | |
| 624 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | |
| 625 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | |
| 626 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | |
| 627 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | |
| 628 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | |
| 629 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | |
| 630 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w)
* alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); | |
| 631 } | |
| 632 ); | |
| 633 } | |
| 634 | |
| 635 FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() | |
| 636 : m_samplerLocation(-1) | |
| 637 , m_maskSamplerLocation(-1) | |
| 638 , m_alphaLocation(-1) | |
| 639 , m_maskTexCoordScaleLocation(-1) | |
| 640 { | |
| 641 } | |
| 642 | |
| 643 void FragmentShaderRGBATexAlphaMask::init(WebGraphicsContext3D* context, unsigne
d program, bool usingBindUniform, int* baseUniformIndex) | |
| 644 { | |
| 645 static const char* shaderUniforms[] = { | |
| 646 "s_texture", | |
| 647 "s_mask", | |
| 648 "alpha", | |
| 649 "maskTexCoordScale", | |
| 650 "maskTexCoordOffset", | |
| 651 }; | |
| 652 int locations[5]; | |
| 653 | |
| 654 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 655 | |
| 656 m_samplerLocation = locations[0]; | |
| 657 m_maskSamplerLocation = locations[1]; | |
| 658 m_alphaLocation = locations[2]; | |
| 659 m_maskTexCoordScaleLocation = locations[3]; | |
| 660 m_maskTexCoordOffsetLocation = locations[4]; | |
| 661 ASSERT(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLoca
tion != -1); | |
| 662 } | |
| 663 | |
| 664 std::string FragmentShaderRGBATexAlphaMask::getShaderString() const | |
| 665 { | |
| 666 return SHADER( | |
| 667 precision mediump float; | |
| 668 varying vec2 v_texCoord; | |
| 669 uniform sampler2D s_texture; | |
| 670 uniform sampler2D s_mask; | |
| 671 uniform vec2 maskTexCoordScale; | |
| 672 uniform vec2 maskTexCoordOffset; | |
| 673 uniform float alpha; | |
| 674 void main() | |
| 675 { | |
| 676 vec4 texColor = texture2D(s_texture, v_texCoord); | |
| 677 vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskT
exCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | |
| 678 vec4 maskColor = texture2D(s_mask, maskTexCoord); | |
| 679 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w)
* alpha * maskColor.w; | |
| 680 } | |
| 681 ); | |
| 682 } | |
| 683 | |
| 684 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() | |
| 685 : m_samplerLocation(-1) | |
| 686 , m_maskSamplerLocation(-1) | |
| 687 , m_alphaLocation(-1) | |
| 688 , m_edgeLocation(-1) | |
| 689 , m_maskTexCoordScaleLocation(-1) | |
| 690 { | |
| 691 } | |
| 692 | |
| 693 void FragmentShaderRGBATexAlphaMaskAA::init(WebGraphicsContext3D* context, unsig
ned program, bool usingBindUniform, int* baseUniformIndex) | |
| 694 { | |
| 695 static const char* shaderUniforms[] = { | |
| 696 "s_texture", | |
| 697 "s_mask", | |
| 698 "alpha", | |
| 699 "edge", | |
| 700 "maskTexCoordScale", | |
| 701 "maskTexCoordOffset", | |
| 702 }; | |
| 703 int locations[6]; | |
| 704 | |
| 705 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 706 | |
| 707 m_samplerLocation = locations[0]; | |
| 708 m_maskSamplerLocation = locations[1]; | |
| 709 m_alphaLocation = locations[2]; | |
| 710 m_edgeLocation = locations[3]; | |
| 711 m_maskTexCoordScaleLocation = locations[4]; | |
| 712 m_maskTexCoordOffsetLocation = locations[5]; | |
| 713 ASSERT(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLoca
tion != -1 && m_edgeLocation != -1); | |
| 714 } | |
| 715 | |
| 716 std::string FragmentShaderRGBATexAlphaMaskAA::getShaderString() const | |
| 717 { | |
| 718 return SHADER( | |
| 719 precision mediump float; | |
| 720 varying vec2 v_texCoord; | |
| 721 uniform sampler2D s_texture; | |
| 722 uniform sampler2D s_mask; | |
| 723 uniform vec2 maskTexCoordScale; | |
| 724 uniform vec2 maskTexCoordOffset; | |
| 725 uniform float alpha; | |
| 726 uniform vec3 edge[8]; | |
| 727 void main() | |
| 728 { | |
| 729 vec4 texColor = texture2D(s_texture, v_texCoord); | |
| 730 vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskT
exCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | |
| 731 vec4 maskColor = texture2D(s_mask, maskTexCoord); | |
| 732 vec3 pos = vec3(gl_FragCoord.xy, 1); | |
| 733 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | |
| 734 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | |
| 735 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | |
| 736 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | |
| 737 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | |
| 738 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | |
| 739 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | |
| 740 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | |
| 741 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w)
* alpha * maskColor.w * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)
); | |
| 742 } | |
| 743 ); | |
| 744 } | |
| 745 | |
| 746 FragmentShaderYUVVideo::FragmentShaderYUVVideo() | |
| 747 : m_yTextureLocation(-1) | |
| 748 , m_uTextureLocation(-1) | |
| 749 , m_vTextureLocation(-1) | |
| 750 , m_alphaLocation(-1) | |
| 751 , m_ccMatrixLocation(-1) | |
| 752 , m_yuvAdjLocation(-1) | |
| 753 { | |
| 754 } | |
| 755 | |
| 756 void FragmentShaderYUVVideo::init(WebGraphicsContext3D* context, unsigned progra
m, bool usingBindUniform, int* baseUniformIndex) | |
| 757 { | |
| 758 static const char* shaderUniforms[] = { | |
| 759 "y_texture", | |
| 760 "u_texture", | |
| 761 "v_texture", | |
| 762 "alpha", | |
| 763 "cc_matrix", | |
| 764 "yuv_adj", | |
| 765 }; | |
| 766 int locations[6]; | |
| 767 | |
| 768 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 769 | |
| 770 m_yTextureLocation = locations[0]; | |
| 771 m_uTextureLocation = locations[1]; | |
| 772 m_vTextureLocation = locations[2]; | |
| 773 m_alphaLocation = locations[3]; | |
| 774 m_ccMatrixLocation = locations[4]; | |
| 775 m_yuvAdjLocation = locations[5]; | |
| 776 | |
| 777 ASSERT(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLoc
ation != -1 | |
| 778 && m_alphaLocation != -1 && m_ccMatrixLocation != -1 && m_yuvAdjLocat
ion != -1); | |
| 779 } | |
| 780 | |
| 781 std::string FragmentShaderYUVVideo::getShaderString() const | |
| 782 { | |
| 783 return SHADER( | |
| 784 precision mediump float; | |
| 785 precision mediump int; | |
| 786 varying vec2 y_texCoord; | |
| 787 varying vec2 uv_texCoord; | |
| 788 uniform sampler2D y_texture; | |
| 789 uniform sampler2D u_texture; | |
| 790 uniform sampler2D v_texture; | |
| 791 uniform float alpha; | |
| 792 uniform vec3 yuv_adj; | |
| 793 uniform mat3 cc_matrix; | |
| 794 void main() | |
| 795 { | |
| 796 float y_raw = texture2D(y_texture, y_texCoord).x; | |
| 797 float u_unsigned = texture2D(u_texture, uv_texCoord).x; | |
| 798 float v_unsigned = texture2D(v_texture, uv_texCoord).x; | |
| 799 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; | |
| 800 vec3 rgb = cc_matrix * yuv; | |
| 801 gl_FragColor = vec4(rgb, float(1)) * alpha; | |
| 802 } | |
| 803 ); | |
| 804 } | |
| 805 | |
| 806 FragmentShaderColor::FragmentShaderColor() | |
| 807 : m_colorLocation(-1) | |
| 808 { | |
| 809 } | |
| 810 | |
| 811 void FragmentShaderColor::init(WebGraphicsContext3D* context, unsigned program,
bool usingBindUniform, int* baseUniformIndex) | |
| 812 { | |
| 813 static const char* shaderUniforms[] = { | |
| 814 "color", | |
| 815 }; | |
| 816 int locations[1]; | |
| 817 | |
| 818 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 819 | |
| 820 m_colorLocation = locations[0]; | |
| 821 ASSERT(m_colorLocation != -1); | |
| 822 } | |
| 823 | |
| 824 std::string FragmentShaderColor::getShaderString() const | |
| 825 { | |
| 826 return SHADER( | |
| 827 precision mediump float; | |
| 828 uniform vec4 color; | |
| 829 void main() | |
| 830 { | |
| 831 gl_FragColor = color; | |
| 832 } | |
| 833 ); | |
| 834 } | |
| 835 | |
| 836 FragmentShaderCheckerboard::FragmentShaderCheckerboard() | |
| 837 : m_alphaLocation(-1) | |
| 838 , m_texTransformLocation(-1) | |
| 839 , m_frequencyLocation(-1) | |
| 840 { | |
| 841 } | |
| 842 | |
| 843 void FragmentShaderCheckerboard::init(WebGraphicsContext3D* context, unsigned pr
ogram, bool usingBindUniform, int* baseUniformIndex) | |
| 844 { | |
| 845 static const char* shaderUniforms[] = { | |
| 846 "alpha", | |
| 847 "texTransform", | |
| 848 "frequency", | |
| 849 "color", | |
| 850 }; | |
| 851 int locations[4]; | |
| 852 | |
| 853 getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGT
H(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, bas
eUniformIndex); | |
| 854 | |
| 855 m_alphaLocation = locations[0]; | |
| 856 m_texTransformLocation = locations[1]; | |
| 857 m_frequencyLocation = locations[2]; | |
| 858 m_colorLocation = locations[3]; | |
| 859 ASSERT(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyL
ocation != -1 && m_colorLocation != -1); | |
| 860 } | |
| 861 | |
| 862 std::string FragmentShaderCheckerboard::getShaderString() const | |
| 863 { | |
| 864 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" | |
| 865 // by Munshi, Ginsburg, Shreiner. | |
| 866 return SHADER( | |
| 867 precision mediump float; | |
| 868 precision mediump int; | |
| 869 varying vec2 v_texCoord; | |
| 870 uniform float alpha; | |
| 871 uniform float frequency; | |
| 872 uniform vec4 texTransform; | |
| 873 uniform vec4 color; | |
| 874 void main() | |
| 875 { | |
| 876 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); | |
| 877 vec4 color2 = color; | |
| 878 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texT
ransform.xy; | |
| 879 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); | |
| 880 float picker = abs(coord.x - coord.y); | |
| 881 gl_FragColor = mix(color1, color2, picker) * alpha; | |
| 882 } | |
| 883 ); | |
| 884 } | |
| 885 | |
| 886 } // namespace cc | |
| 887 | |
| 888 #endif // USE(ACCELERATED_COMPOSITING) | |
| OLD | NEW |