| 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)
|
|
|