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Issue 12393053: Re-land: cc: Added antialiasing support for solid color layers (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: More Chrome style formatting changes. Created 7 years, 9 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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835 return SHADER( 835 return SHADER(
836 precision mediump float; 836 precision mediump float;
837 uniform vec4 color; 837 uniform vec4 color;
838 void main() 838 void main()
839 { 839 {
840 gl_FragColor = color; 840 gl_FragColor = color;
841 } 841 }
842 ); 842 );
843 } 843 }
844 844
845 FragmentShaderColorAA::FragmentShaderColorAA()
846 : m_edgeLocation(-1)
847 , m_colorLocation(-1)
848 {
849 }
850
851 void FragmentShaderColorAA::init(WebGraphicsContext3D* context, unsigned program , bool usingBindUniform, int* baseUniformIndex)
852 {
853 static const char* shaderUniforms[] = {
854 "edge",
855 "color",
856 };
857 int locations[2];
858
859 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ;
860
861 m_edgeLocation = locations[0];
862 m_colorLocation = locations[1];
863 DCHECK(m_edgeLocation != -1 && m_colorLocation != -1);
864 }
865
866 std::string FragmentShaderColorAA::getShaderString() const
867 {
868 return SHADER(
869 precision mediump float;
870 uniform vec4 color;
871 uniform vec3 edge[8];
872 void main()
873 {
874 vec3 pos = vec3(gl_FragCoord.xy, 1);
875 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
876 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
877 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
878 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
879 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
880 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
881 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
882 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
883 gl_FragColor = color * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
884 }
885 );
886 }
887
845 FragmentShaderCheckerboard::FragmentShaderCheckerboard() 888 FragmentShaderCheckerboard::FragmentShaderCheckerboard()
846 : m_alphaLocation(-1) 889 : m_alphaLocation(-1)
847 , m_texTransformLocation(-1) 890 , m_texTransformLocation(-1)
848 , m_frequencyLocation(-1) 891 , m_frequencyLocation(-1)
849 { 892 {
850 } 893 }
851 894
852 void FragmentShaderCheckerboard::init(WebGraphicsContext3D* context, unsigned pr ogram, bool usingBindUniform, int* baseUniformIndex) 895 void FragmentShaderCheckerboard::init(WebGraphicsContext3D* context, unsigned pr ogram, bool usingBindUniform, int* baseUniformIndex)
853 { 896 {
854 static const char* shaderUniforms[] = { 897 static const char* shaderUniforms[] = {
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886 vec4 color2 = color; 929 vec4 color2 = color;
887 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texT ransform.xy; 930 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texT ransform.xy;
888 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); 931 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
889 float picker = abs(coord.x - coord.y); 932 float picker = abs(coord.x - coord.y);
890 gl_FragColor = mix(color1, color2, picker) * alpha; 933 gl_FragColor = mix(color1, color2, picker) * alpha;
891 } 934 }
892 ); 935 );
893 } 936 }
894 937
895 } // namespace cc 938 } // namespace cc
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