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Issue 12328092: cc: Flip textures in vertex rather than fragment shader (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 7 years, 10 months ago
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1 // Copyright 2011 The Chromium Authors. All rights reserved. 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 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/shader.h" 5 #include "cc/shader.h"
6 6
7 #include "base/basictypes.h" 7 #include "base/basictypes.h"
8 #include "base/logging.h" 8 #include "base/logging.h"
9 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3 D.h" 9 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3 D.h"
10 10
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171 void main() 171 void main()
172 { 172 {
173 gl_Position = matrix[int(a_index * 0.25)] * a_position; 173 gl_Position = matrix[int(a_index * 0.25)] * a_position;
174 vec4 texTrans = texTransform[int(a_index * 0.25)]; 174 vec4 texTrans = texTransform[int(a_index * 0.25)];
175 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; 175 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
176 v_alpha = opacity[int(a_index)]; 176 v_alpha = opacity[int(a_index)];
177 } 177 }
178 ); 178 );
179 } 179 }
180 180
181 std::string VertexShaderPosTexTransformFlip::getShaderString() const
182 {
183 return SHADER(
184 attribute vec4 a_position;
185 attribute vec2 a_texCoord;
186 attribute float a_index;
187 uniform mat4 matrix[8];
188 uniform vec4 texTransform[8];
189 uniform float opacity[32];
190 varying vec2 v_texCoord;
191 varying float v_alpha;
192 void main()
193 {
194 gl_Position = matrix[int(a_index * 0.25)] * a_position;
195 vec4 texTrans = texTransform[int(a_index * 0.25)];
196 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
197 v_texCoord.y = 1.0 - v_texCoord.y;
198 v_alpha = opacity[int(a_index)];
199 }
200 );
201 }
202
181 std::string VertexShaderPosTexIdentity::getShaderString() const 203 std::string VertexShaderPosTexIdentity::getShaderString() const
182 { 204 {
183 return SHADER( 205 return SHADER(
184 attribute vec4 a_position; 206 attribute vec4 a_position;
185 varying vec2 v_texCoord; 207 varying vec2 v_texCoord;
186 void main() 208 void main()
187 { 209 {
188 gl_Position = a_position; 210 gl_Position = a_position;
189 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; 211 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5;
190 } 212 }
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356 "s_texture", 378 "s_texture",
357 }; 379 };
358 int locations[1]; 380 int locations[1];
359 381
360 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; 382 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ;
361 383
362 m_samplerLocation = locations[0]; 384 m_samplerLocation = locations[0];
363 DCHECK(m_samplerLocation != -1); 385 DCHECK(m_samplerLocation != -1);
364 } 386 }
365 387
366 std::string FragmentShaderRGBATexFlipVaryingAlpha::getShaderString() const
367 {
368 return SHADER(
369 precision mediump float;
370 varying vec2 v_texCoord;
371 varying float v_alpha;
372 uniform sampler2D s_texture;
373 void main()
374 {
375 vec4 texColor = texture2D(s_texture, vec2(v_texCoord.x, 1.0 - v_texC oord.y));
376 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * v_alpha;
377 }
378 );
379 }
380
381 bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigne d program, bool usingBindUniform, int* baseUniformIndex) 388 bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigne d program, bool usingBindUniform, int* baseUniformIndex)
382 { 389 {
383 static const char* shaderUniforms[] = { 390 static const char* shaderUniforms[] = {
384 "s_texture", 391 "s_texture",
385 }; 392 };
386 int locations[1]; 393 int locations[1];
387 394
388 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; 395 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ;
389 396
390 m_samplerLocation = locations[0]; 397 m_samplerLocation = locations[0];
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428 varying float v_alpha; 435 varying float v_alpha;
429 uniform sampler2D s_texture; 436 uniform sampler2D s_texture;
430 void main() 437 void main()
431 { 438 {
432 vec4 texColor = texture2D(s_texture, v_texCoord); 439 vec4 texColor = texture2D(s_texture, v_texCoord);
433 gl_FragColor = texColor * v_alpha; 440 gl_FragColor = texColor * v_alpha;
434 } 441 }
435 ); 442 );
436 } 443 }
437 444
438 std::string FragmentShaderRGBATexRectFlipVaryingAlpha::getShaderString() const
439 {
440 // This must be paired with VertexShaderPosTexTransform to pick up the texTr ansform uniform.
441 // The necessary #extension preprocessing directive breaks the SHADER and SH ADER0 macros.
442 return "#extension GL_ARB_texture_rectangle : require\n"
443 "precision mediump float;\n"
444 "varying vec2 v_texCoord;\n"
445 "varying float v_alpha;\n"
446 "uniform vec4 texTransform;\n"
447 "uniform sampler2DRect s_texture;\n"
448 "void main()\n"
449 "{\n"
450 " vec4 texColor = texture2DRect(s_texture, vec2(v_texCoord.x, tex Transform.w - v_texCoord.y));\n"
451 " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColo r.w) * v_alpha;\n"
452 "}\n";
453 }
454
455 std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString() const 445 std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString() const
456 { 446 {
457 return "#extension GL_ARB_texture_rectangle : require\n" 447 return "#extension GL_ARB_texture_rectangle : require\n"
458 "precision mediump float;\n" 448 "precision mediump float;\n"
459 "varying vec2 v_texCoord;\n" 449 "varying vec2 v_texCoord;\n"
460 "varying float v_alpha;\n" 450 "varying float v_alpha;\n"
461 "uniform sampler2DRect s_texture;\n" 451 "uniform sampler2DRect s_texture;\n"
462 "void main()\n" 452 "void main()\n"
463 "{\n" 453 "{\n"
464 " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n" 454 " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n"
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896 vec4 color2 = color; 886 vec4 color2 = color;
897 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texT ransform.xy; 887 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texT ransform.xy;
898 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); 888 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
899 float picker = abs(coord.x - coord.y); 889 float picker = abs(coord.x - coord.y);
900 gl_FragColor = mix(color1, color2, picker) * alpha; 890 gl_FragColor = mix(color1, color2, picker) * alpha;
901 } 891 }
902 ); 892 );
903 } 893 }
904 894
905 } // namespace cc 895 } // namespace cc
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