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Issue 11783094: cc: Add point-based UV coordinate on TextureLayer (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: fixed unittest and abreviations Created 7 years, 11 months ago
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1 // Copyright 2010 The Chromium Authors. All rights reserved. 1 // Copyright 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "cc/gl_renderer.h" 5 #include "cc/gl_renderer.h"
6 6
7 #include <set> 7 #include <set>
8 #include <string> 8 #include <string>
9 #include <vector> 9 #include <vector>
10 10
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1077 m_drawCache.use_premultiplied_alpha = quad->premultiplied_alpha; 1077 m_drawCache.use_premultiplied_alpha = quad->premultiplied_alpha;
1078 m_drawCache.needs_blending = quad->ShouldDrawWithBlending(); 1078 m_drawCache.needs_blending = quad->ShouldDrawWithBlending();
1079 1079
1080 m_drawCache.uv_xform_location = binding.texTransformLocation; 1080 m_drawCache.uv_xform_location = binding.texTransformLocation;
1081 m_drawCache.vertex_opacity_location = binding.vertexOpacityLocation; 1081 m_drawCache.vertex_opacity_location = binding.vertexOpacityLocation;
1082 m_drawCache.matrix_location = binding.matrixLocation; 1082 m_drawCache.matrix_location = binding.matrixLocation;
1083 m_drawCache.sampler_location = binding.samplerLocation; 1083 m_drawCache.sampler_location = binding.samplerLocation;
1084 } 1084 }
1085 1085
1086 // Generate the uv-transform 1086 // Generate the uv-transform
1087 const gfx::RectF& uvRect = quad->uv_rect; 1087 const gfx::PointF& uv0 = quad->uv_top_left;
1088 Float4 uv = {uvRect.x(), uvRect.y(), uvRect.width(), uvRect.height()}; 1088 const gfx::PointF& uv1 = quad->uv_bottom_right;
1089 Float4 uv = {uv0.x(), uv0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()};
1089 m_drawCache.uv_xform_data.push_back(uv); 1090 m_drawCache.uv_xform_data.push_back(uv);
1090 1091
1091 // Generate the vertex opacity 1092 // Generate the vertex opacity
1092 const float opacity = quad->opacity(); 1093 const float opacity = quad->opacity();
1093 m_drawCache.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity) ; 1094 m_drawCache.vertex_opacity_data.push_back(quad->vertex_opacity[0] * opacity) ;
1094 m_drawCache.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity) ; 1095 m_drawCache.vertex_opacity_data.push_back(quad->vertex_opacity[1] * opacity) ;
1095 m_drawCache.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity) ; 1096 m_drawCache.vertex_opacity_data.push_back(quad->vertex_opacity[2] * opacity) ;
1096 m_drawCache.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity) ; 1097 m_drawCache.vertex_opacity_data.push_back(quad->vertex_opacity[3] * opacity) ;
1097 1098
1098 // Generate the transform matrix 1099 // Generate the transform matrix
1099 gfx::Transform quadRectMatrix; 1100 gfx::Transform quadRectMatrix;
1100 quadRectTransform(&quadRectMatrix, quad->quadTransform(), quad->rect); 1101 quadRectTransform(&quadRectMatrix, quad->quadTransform(), quad->rect);
1101 quadRectMatrix = frame.projectionMatrix * quadRectMatrix; 1102 quadRectMatrix = frame.projectionMatrix * quadRectMatrix;
1102 1103
1103 Float16 m; 1104 Float16 m;
1104 quadRectMatrix.matrix().asColMajorf(m.data); 1105 quadRectMatrix.matrix().asColMajorf(m.data);
1105 m_drawCache.matrix_data.push_back(m); 1106 m_drawCache.matrix_data.push_back(m);
1106 } 1107 }
1107 1108
1108 void GLRenderer::drawTextureQuad(const DrawingFrame& frame, const TextureDrawQua d* quad) 1109 void GLRenderer::drawTextureQuad(const DrawingFrame& frame, const TextureDrawQua d* quad)
1109 { 1110 {
1110 TexTransformTextureProgramBinding binding; 1111 TexTransformTextureProgramBinding binding;
1111 if (quad->flipped) 1112 if (quad->flipped)
1112 binding.set(textureProgramFlip(), context()); 1113 binding.set(textureProgramFlip(), context());
1113 else 1114 else
1114 binding.set(textureProgram(), context()); 1115 binding.set(textureProgram(), context());
1115 setUseProgram(binding.programId); 1116 setUseProgram(binding.programId);
1116 GLC(context(), context()->uniform1i(binding.samplerLocation, 0)); 1117 GLC(context(), context()->uniform1i(binding.samplerLocation, 0));
1117 const gfx::RectF& uvRect = quad->uv_rect; 1118 const gfx::PointF& uv0 = quad->uv_top_left;
1118 GLC(context(), context()->uniform4f(binding.texTransformLocation, uvRect.x() , uvRect.y(), uvRect.width(), uvRect.height())); 1119 const gfx::PointF& uv1 = quad->uv_bottom_right;
1120 GLC(context(), context()->uniform4f(binding.texTransformLocation, uv0.x(), u v0.y(), uv1.x() - uv0.x(), uv1.y() - uv0.y()));
1119 1121
1120 GLC(context(), context()->uniform1fv(binding.vertexOpacityLocation, 4, quad- >vertex_opacity)); 1122 GLC(context(), context()->uniform1fv(binding.vertexOpacityLocation, 4, quad- >vertex_opacity));
1121 1123
1122 ResourceProvider::ScopedSamplerGL quadResourceLock(m_resourceProvider, quad- >resource_id, GL_TEXTURE_2D, GL_LINEAR); 1124 ResourceProvider::ScopedSamplerGL quadResourceLock(m_resourceProvider, quad- >resource_id, GL_TEXTURE_2D, GL_LINEAR);
1123 1125
1124 if (!quad->premultiplied_alpha) { 1126 if (!quad->premultiplied_alpha) {
1125 // As it turns out, the premultiplied alpha blending function (ONE, ONE_ MINUS_SRC_ALPHA) 1127 // As it turns out, the premultiplied alpha blending function (ONE, ONE_ MINUS_SRC_ALPHA)
1126 // will never cause the alpha channel to be set to anything less than 1. 0 if it is 1128 // will never cause the alpha channel to be set to anything less than 1. 0 if it is
1127 // initialized to that value! Therefore, premultipliedAlpha being false is the first 1129 // initialized to that value! Therefore, premultipliedAlpha being false is the first
1128 // situation we can generally see an alpha channel less than 1.0 coming out of the 1130 // situation we can generally see an alpha channel less than 1.0 coming out of the
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1794 1796
1795 releaseRenderPassTextures(); 1797 releaseRenderPassTextures();
1796 } 1798 }
1797 1799
1798 bool GLRenderer::isContextLost() 1800 bool GLRenderer::isContextLost()
1799 { 1801 {
1800 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); 1802 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR);
1801 } 1803 }
1802 1804
1803 } // namespace cc 1805 } // namespace cc
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