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Side by Side Diff: cc/ShaderChromium.cpp

Issue 11122003: [cc] Rename all cc/ filenames to Chromium style (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 2 months ago
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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)
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