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Unified 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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Index: cc/ShaderChromium.cpp
diff --git a/cc/ShaderChromium.cpp b/cc/ShaderChromium.cpp
deleted file mode 100644
index cf485c189ee61d8689414c4dd25de68d9832bc98..0000000000000000000000000000000000000000
--- a/cc/ShaderChromium.cpp
+++ /dev/null
@@ -1,888 +0,0 @@
-// Copyright 2011 The Chromium 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 "config.h"
-
-#if USE(ACCELERATED_COMPOSITING)
-
-#include "ShaderChromium.h"
-
-#include <public/WebGraphicsContext3D.h>
-#include <wtf/StdLibExtras.h>
-
-#define SHADER0(Src) #Src
-#define SHADER(Src) SHADER0(Src)
-
-using WebKit::WebGraphicsContext3D;
-
-namespace cc {
-
-namespace {
-
-static void getProgramUniformLocations(WebGraphicsContext3D* context, unsigned program, const char** shaderUniforms, size_t count, size_t maxLocations, int* locations, bool usingBindUniform, int* baseUniformIndex)
-{
- for (size_t uniformIndex = 0; uniformIndex < count; uniformIndex ++) {
- ASSERT(uniformIndex < maxLocations);
-
- if (usingBindUniform) {
- locations[uniformIndex] = (*baseUniformIndex)++;
- context->bindUniformLocationCHROMIUM(program, locations[uniformIndex], shaderUniforms[uniformIndex]);
- } else
- locations[uniformIndex] = context->getUniformLocation(program, shaderUniforms[uniformIndex]);
- }
-}
-
-}
-
-VertexShaderPosTex::VertexShaderPosTex()
- : m_matrixLocation(-1)
-{
-}
-
-void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "matrix",
- };
- int locations[1];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- ASSERT(m_matrixLocation != -1);
-}
-
-std::string VertexShaderPosTex::getShaderString() const
-{
- return SHADER(
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
- uniform mat4 matrix;
- varying vec2 v_texCoord;
- void main()
- {
- gl_Position = matrix * a_position;
- v_texCoord = a_texCoord;
- }
- );
-}
-
-VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch()
- : m_matrixLocation(-1)
- , m_yWidthScaleFactorLocation(-1)
- , m_uvWidthScaleFactorLocation(-1)
-{
-}
-
-void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "matrix",
- "y_widthScaleFactor",
- "uv_widthScaleFactor",
- };
- int locations[3];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- m_yWidthScaleFactorLocation = locations[1];
- m_uvWidthScaleFactorLocation = locations[2];
- ASSERT(m_matrixLocation != -1 && m_yWidthScaleFactorLocation != -1 && m_uvWidthScaleFactorLocation != -1);
-}
-
-std::string VertexShaderPosTexYUVStretch::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
- uniform mat4 matrix;
- varying vec2 y_texCoord;
- varying vec2 uv_texCoord;
- uniform float y_widthScaleFactor;
- uniform float uv_widthScaleFactor;
- void main()
- {
- gl_Position = matrix * a_position;
- y_texCoord = vec2(y_widthScaleFactor * a_texCoord.x, a_texCoord.y);
- uv_texCoord = vec2(uv_widthScaleFactor * a_texCoord.x, a_texCoord.y);
- }
- );
-}
-
-VertexShaderPos::VertexShaderPos()
- : m_matrixLocation(-1)
-{
-}
-
-void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "matrix",
- };
- int locations[1];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- ASSERT(m_matrixLocation != -1);
-}
-
-std::string VertexShaderPos::getShaderString() const
-{
- return SHADER(
- attribute vec4 a_position;
- uniform mat4 matrix;
- void main()
- {
- gl_Position = matrix * a_position;
- }
- );
-}
-
-VertexShaderPosTexTransform::VertexShaderPosTexTransform()
- : m_matrixLocation(-1)
- , m_texTransformLocation(-1)
-{
-}
-
-void VertexShaderPosTexTransform::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "matrix",
- "texTransform",
- };
- int locations[2];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- m_texTransformLocation = locations[1];
- ASSERT(m_matrixLocation != -1 && m_texTransformLocation != -1);
-}
-
-std::string VertexShaderPosTexTransform::getShaderString() const
-{
- return SHADER(
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
- uniform mat4 matrix;
- uniform vec4 texTransform;
- varying vec2 v_texCoord;
- void main()
- {
- gl_Position = matrix * a_position;
- v_texCoord = a_texCoord * texTransform.zw + texTransform.xy;
- }
- );
-}
-
-VertexShaderQuad::VertexShaderQuad()
- : m_matrixLocation(-1)
- , m_pointLocation(-1)
-{
-}
-
-std::string VertexShaderPosTexIdentity::getShaderString() const
-{
- return SHADER(
- attribute vec4 a_position;
- varying vec2 v_texCoord;
- void main()
- {
- gl_Position = a_position;
- v_texCoord = (a_position.xy + vec2(1.0)) * 0.5;
- }
- );
-}
-
-void VertexShaderQuad::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "matrix",
- "point",
- };
- int locations[2];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- m_pointLocation = locations[1];
- ASSERT(m_matrixLocation != -1 && m_pointLocation != -1);
-}
-
-std::string VertexShaderQuad::getShaderString() const
-{
- return SHADER(
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
- uniform mat4 matrix;
- uniform vec2 point[4];
- varying vec2 v_texCoord;
- void main()
- {
- vec2 complement = abs(a_texCoord - 1.0);
- vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w);
- pos.xy += (complement.x * complement.y) * point[0];
- pos.xy += (a_texCoord.x * complement.y) * point[1];
- pos.xy += (a_texCoord.x * a_texCoord.y) * point[2];
- pos.xy += (complement.x * a_texCoord.y) * point[3];
- gl_Position = matrix * pos;
- v_texCoord = pos.xy + vec2(0.5);
- }
- );
-}
-
-VertexShaderTile::VertexShaderTile()
- : m_matrixLocation(-1)
- , m_pointLocation(-1)
- , m_vertexTexTransformLocation(-1)
-{
-}
-
-void VertexShaderTile::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "matrix",
- "point",
- "vertexTexTransform",
- };
- int locations[3];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- m_pointLocation = locations[1];
- m_vertexTexTransformLocation = locations[2];
- ASSERT(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransformLocation != -1);
-}
-
-std::string VertexShaderTile::getShaderString() const
-{
- return SHADER(
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
- uniform mat4 matrix;
- uniform vec2 point[4];
- uniform vec4 vertexTexTransform;
- varying vec2 v_texCoord;
- void main()
- {
- vec2 complement = abs(a_texCoord - 1.0);
- vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w);
- pos.xy += (complement.x * complement.y) * point[0];
- pos.xy += (a_texCoord.x * complement.y) * point[1];
- pos.xy += (a_texCoord.x * a_texCoord.y) * point[2];
- pos.xy += (complement.x * a_texCoord.y) * point[3];
- gl_Position = matrix * pos;
- v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy;
- }
- );
-}
-
-VertexShaderVideoTransform::VertexShaderVideoTransform()
- : m_matrixLocation(-1)
- , m_texMatrixLocation(-1)
-{
-}
-
-bool VertexShaderVideoTransform::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "matrix",
- "texMatrix",
- };
- int locations[2];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- m_texMatrixLocation = locations[1];
- return m_matrixLocation != -1 && m_texMatrixLocation != -1;
-}
-
-std::string VertexShaderVideoTransform::getShaderString() const
-{
- return SHADER(
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
- uniform mat4 matrix;
- uniform mat4 texMatrix;
- varying vec2 v_texCoord;
- void main()
- {
- gl_Position = matrix * a_position;
- v_texCoord = vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0));
- }
- );
-}
-
-FragmentTexAlphaBinding::FragmentTexAlphaBinding()
- : m_samplerLocation(-1)
- , m_alphaLocation(-1)
-{
-}
-
-void FragmentTexAlphaBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "s_texture",
- "alpha",
- };
- int locations[2];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- m_alphaLocation = locations[1];
- ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1);
-}
-
-FragmentTexOpaqueBinding::FragmentTexOpaqueBinding()
- : m_samplerLocation(-1)
-{
-}
-
-void FragmentTexOpaqueBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "s_texture",
- };
- int locations[1];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- ASSERT(m_samplerLocation != -1);
-}
-
-std::string FragmentShaderRGBATexFlipAlpha::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D s_texture;
- uniform float alpha;
- void main()
- {
- vec4 texColor = texture2D(s_texture, vec2(v_texCoord.x, 1.0 - v_texCoord.y));
- gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha;
- }
- );
-}
-
-bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "s_texture",
- };
- int locations[1];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- return m_samplerLocation != -1;
-}
-
-std::string FragmentShaderOESImageExternal::getShaderString() const
-{
- // Cannot use the SHADER() macro because of the '#' char
- return "#extension GL_OES_EGL_image_external : require \n"
- "precision mediump float;\n"
- "varying vec2 v_texCoord;\n"
- "uniform samplerExternalOES s_texture;\n"
- "void main()\n"
- "{\n"
- " vec4 texColor = texture2D(s_texture, v_texCoord);\n"
- " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w);\n"
- "}\n";
-}
-
-std::string FragmentShaderRGBATexAlpha::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D s_texture;
- uniform float alpha;
- void main()
- {
- vec4 texColor = texture2D(s_texture, v_texCoord);
- gl_FragColor = texColor * alpha;
- }
- );
-}
-
-std::string FragmentShaderRGBATexRectFlipAlpha::getShaderString() const
-{
- // This must be paired with VertexShaderPosTexTransform to pick up the texTransform uniform.
- // The necessary #extension preprocessing directive breaks the SHADER and SHADER0 macros.
- return "#extension GL_ARB_texture_rectangle : require\n"
- "precision mediump float;\n"
- "varying vec2 v_texCoord;\n"
- "uniform vec4 texTransform;\n"
- "uniform sampler2DRect s_texture;\n"
- "uniform float alpha;\n"
- "void main()\n"
- "{\n"
- " vec4 texColor = texture2DRect(s_texture, vec2(v_texCoord.x, texTransform.w - v_texCoord.y));\n"
- " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha;\n"
- "}\n";
-}
-
-std::string FragmentShaderRGBATexRectAlpha::getShaderString() const
-{
- return "#extension GL_ARB_texture_rectangle : require\n"
- "precision mediump float;\n"
- "varying vec2 v_texCoord;\n"
- "uniform sampler2DRect s_texture;\n"
- "uniform float alpha;\n"
- "void main()\n"
- "{\n"
- " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n"
- " gl_FragColor = texColor * alpha;\n"
- "}\n";
-}
-
-std::string FragmentShaderRGBATexOpaque::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D s_texture;
- void main()
- {
- vec4 texColor = texture2D(s_texture, v_texCoord);
- gl_FragColor = vec4(texColor.rgb, 1.0);
- }
- );
-}
-
-std::string FragmentShaderRGBATex::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D s_texture;
- void main()
- {
- gl_FragColor = texture2D(s_texture, v_texCoord);
- }
- );
-}
-
-std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D s_texture;
- uniform float alpha;
- void main()
- {
- vec4 texColor = texture2D(s_texture, v_texCoord);
- gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha;
- }
- );
-}
-
-std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D s_texture;
- void main()
- {
- vec4 texColor = texture2D(s_texture, v_texCoord);
- gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0);
- }
- );
-}
-
-FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
- : m_samplerLocation(-1)
- , m_alphaLocation(-1)
- , m_edgeLocation(-1)
-{
-}
-
-void FragmentShaderRGBATexAlphaAA::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "s_texture",
- "alpha",
- "edge",
- };
- int locations[3];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- m_alphaLocation = locations[1];
- m_edgeLocation = locations[2];
- ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
-}
-
-std::string FragmentShaderRGBATexAlphaAA::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D s_texture;
- uniform float alpha;
- uniform vec3 edge[8];
- void main()
- {
- vec4 texColor = texture2D(s_texture, v_texCoord);
- vec3 pos = vec3(gl_FragCoord.xy, 1);
- float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
- float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
- float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
- float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
- float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
- float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
- float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
- float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
- gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
- }
- );
-}
-
-FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
- : m_samplerLocation(-1)
- , m_alphaLocation(-1)
- , m_fragmentTexTransformLocation(-1)
- , m_edgeLocation(-1)
-{
-}
-
-void FragmentTexClampAlphaAABinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "s_texture",
- "alpha",
- "fragmentTexTransform",
- "edge",
- };
- int locations[4];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- m_alphaLocation = locations[1];
- m_fragmentTexTransformLocation = locations[2];
- m_edgeLocation = locations[3];
- ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTransformLocation != -1 && m_edgeLocation != -1);
-}
-
-std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D s_texture;
- uniform float alpha;
- uniform vec4 fragmentTexTransform;
- uniform vec3 edge[8];
- void main()
- {
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy;
- vec4 texColor = texture2D(s_texture, texCoord);
- vec3 pos = vec3(gl_FragCoord.xy, 1);
- float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
- float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
- float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
- float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
- float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
- float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
- float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
- float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
- gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
- }
- );
-}
-
-std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D s_texture;
- uniform float alpha;
- uniform vec4 fragmentTexTransform;
- uniform vec3 edge[8];
- void main()
- {
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy;
- vec4 texColor = texture2D(s_texture, texCoord);
- vec3 pos = vec3(gl_FragCoord.xy, 1);
- float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
- float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
- float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
- float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
- float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
- float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
- float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
- float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
- 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));
- }
- );
-}
-
-FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask()
- : m_samplerLocation(-1)
- , m_maskSamplerLocation(-1)
- , m_alphaLocation(-1)
- , m_maskTexCoordScaleLocation(-1)
-{
-}
-
-void FragmentShaderRGBATexAlphaMask::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "s_texture",
- "s_mask",
- "alpha",
- "maskTexCoordScale",
- "maskTexCoordOffset",
- };
- int locations[5];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- m_maskSamplerLocation = locations[1];
- m_alphaLocation = locations[2];
- m_maskTexCoordScaleLocation = locations[3];
- m_maskTexCoordOffsetLocation = locations[4];
- ASSERT(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1);
-}
-
-std::string FragmentShaderRGBATexAlphaMask::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D s_texture;
- uniform sampler2D s_mask;
- uniform vec2 maskTexCoordScale;
- uniform vec2 maskTexCoordOffset;
- uniform float alpha;
- void main()
- {
- vec4 texColor = texture2D(s_texture, v_texCoord);
- vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
- vec4 maskColor = texture2D(s_mask, maskTexCoord);
- gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha * maskColor.w;
- }
- );
-}
-
-FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
- : m_samplerLocation(-1)
- , m_maskSamplerLocation(-1)
- , m_alphaLocation(-1)
- , m_edgeLocation(-1)
- , m_maskTexCoordScaleLocation(-1)
-{
-}
-
-void FragmentShaderRGBATexAlphaMaskAA::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "s_texture",
- "s_mask",
- "alpha",
- "edge",
- "maskTexCoordScale",
- "maskTexCoordOffset",
- };
- int locations[6];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- m_maskSamplerLocation = locations[1];
- m_alphaLocation = locations[2];
- m_edgeLocation = locations[3];
- m_maskTexCoordScaleLocation = locations[4];
- m_maskTexCoordOffsetLocation = locations[5];
- ASSERT(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
-}
-
-std::string FragmentShaderRGBATexAlphaMaskAA::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D s_texture;
- uniform sampler2D s_mask;
- uniform vec2 maskTexCoordScale;
- uniform vec2 maskTexCoordOffset;
- uniform float alpha;
- uniform vec3 edge[8];
- void main()
- {
- vec4 texColor = texture2D(s_texture, v_texCoord);
- vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
- vec4 maskColor = texture2D(s_mask, maskTexCoord);
- vec3 pos = vec3(gl_FragCoord.xy, 1);
- float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
- float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
- float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
- float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
- float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
- float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
- float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
- float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
- 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));
- }
- );
-}
-
-FragmentShaderYUVVideo::FragmentShaderYUVVideo()
- : m_yTextureLocation(-1)
- , m_uTextureLocation(-1)
- , m_vTextureLocation(-1)
- , m_alphaLocation(-1)
- , m_ccMatrixLocation(-1)
- , m_yuvAdjLocation(-1)
-{
-}
-
-void FragmentShaderYUVVideo::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "y_texture",
- "u_texture",
- "v_texture",
- "alpha",
- "cc_matrix",
- "yuv_adj",
- };
- int locations[6];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_yTextureLocation = locations[0];
- m_uTextureLocation = locations[1];
- m_vTextureLocation = locations[2];
- m_alphaLocation = locations[3];
- m_ccMatrixLocation = locations[4];
- m_yuvAdjLocation = locations[5];
-
- ASSERT(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLocation != -1
- && m_alphaLocation != -1 && m_ccMatrixLocation != -1 && m_yuvAdjLocation != -1);
-}
-
-std::string FragmentShaderYUVVideo::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- precision mediump int;
- varying vec2 y_texCoord;
- varying vec2 uv_texCoord;
- uniform sampler2D y_texture;
- uniform sampler2D u_texture;
- uniform sampler2D v_texture;
- uniform float alpha;
- uniform vec3 yuv_adj;
- uniform mat3 cc_matrix;
- void main()
- {
- float y_raw = texture2D(y_texture, y_texCoord).x;
- float u_unsigned = texture2D(u_texture, uv_texCoord).x;
- float v_unsigned = texture2D(v_texture, uv_texCoord).x;
- vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
- vec3 rgb = cc_matrix * yuv;
- gl_FragColor = vec4(rgb, float(1)) * alpha;
- }
- );
-}
-
-FragmentShaderColor::FragmentShaderColor()
- : m_colorLocation(-1)
-{
-}
-
-void FragmentShaderColor::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "color",
- };
- int locations[1];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_colorLocation = locations[0];
- ASSERT(m_colorLocation != -1);
-}
-
-std::string FragmentShaderColor::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- uniform vec4 color;
- void main()
- {
- gl_FragColor = color;
- }
- );
-}
-
-FragmentShaderCheckerboard::FragmentShaderCheckerboard()
- : m_alphaLocation(-1)
- , m_texTransformLocation(-1)
- , m_frequencyLocation(-1)
-{
-}
-
-void FragmentShaderCheckerboard::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "alpha",
- "texTransform",
- "frequency",
- "color",
- };
- int locations[4];
-
- getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_alphaLocation = locations[0];
- m_texTransformLocation = locations[1];
- m_frequencyLocation = locations[2];
- m_colorLocation = locations[3];
- ASSERT(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyLocation != -1 && m_colorLocation != -1);
-}
-
-std::string FragmentShaderCheckerboard::getShaderString() const
-{
- // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide"
- // by Munshi, Ginsburg, Shreiner.
- return SHADER(
- precision mediump float;
- precision mediump int;
- varying vec2 v_texCoord;
- uniform float alpha;
- uniform float frequency;
- uniform vec4 texTransform;
- uniform vec4 color;
- void main()
- {
- vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0);
- vec4 color2 = color;
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy;
- vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
- float picker = abs(coord.x - coord.y);
- gl_FragColor = mix(color1, color2, picker) * alpha;
- }
- );
-}
-
-} // namespace cc
-
-#endif // USE(ACCELERATED_COMPOSITING)
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