Chromium Code Reviews| OLD | NEW |
|---|---|
| 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/output/shader.h" | 5 #include "cc/output/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 "cc/output/gl_renderer.h" // For the GLC() macro. | |
| 9 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3 D.h" | 10 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3 D.h" |
| 11 #include "third_party/khronos/GLES2/gl2.h" | |
| 10 | 12 |
| 11 #define SHADER0(Src) #Src | 13 #define SHADER0(Src) #Src |
| 12 #define SHADER(Src) SHADER0(Src) | 14 #define VERTEX_SHADER(Src) setVertexTexCoordPrecision(context, SHADER0(Src)) |
| 15 #define FRAGMENT_SHADER(Src) setFragTexCoordPrecision(context, precision, SHADER 0(Src)) | |
| 13 | 16 |
| 14 using WebKit::WebGraphicsContext3D; | 17 using WebKit::WebGraphicsContext3D; |
| 15 | 18 |
| 16 namespace cc { | 19 namespace cc { |
| 17 | 20 |
| 18 namespace { | 21 namespace { |
| 19 | 22 |
| 20 static void getProgramUniformLocations(WebGraphicsContext3D* context, unsigned p rogram, const char** shaderUniforms, size_t count, size_t maxLocations, int* loc ations, bool usingBindUniform, int* baseUniformIndex) | 23 static void getProgramUniformLocations(WebGraphicsContext3D* context, unsigned p rogram, const char** shaderUniforms, size_t count, size_t maxLocations, int* loc ations, bool usingBindUniform, int* baseUniformIndex) |
| 21 { | 24 { |
| 22 for (size_t uniformIndex = 0; uniformIndex < count; uniformIndex ++) { | 25 for (size_t uniformIndex = 0; uniformIndex < count; uniformIndex ++) { |
| 23 DCHECK(uniformIndex < maxLocations); | 26 DCHECK(uniformIndex < maxLocations); |
| 24 | 27 |
| 25 if (usingBindUniform) { | 28 if (usingBindUniform) { |
| 26 locations[uniformIndex] = (*baseUniformIndex)++; | 29 locations[uniformIndex] = (*baseUniformIndex)++; |
| 27 context->bindUniformLocationCHROMIUM(program, locations[uniformIndex ], shaderUniforms[uniformIndex]); | 30 context->bindUniformLocationCHROMIUM(program, locations[uniformIndex ], shaderUniforms[uniformIndex]); |
| 28 } else | 31 } else |
| 29 locations[uniformIndex] = context->getUniformLocation(program, shade rUniforms[uniformIndex]); | 32 locations[uniformIndex] = context->getUniformLocation(program, shade rUniforms[uniformIndex]); |
| 30 } | 33 } |
| 31 } | 34 } |
| 32 | 35 |
| 36 static std::string setFragTexCoordPrecision(WebGraphicsContext3D* context, | |
| 37 TexCoordPrecision requestedPrecision , | |
| 38 const char* shaderString) | |
| 39 { | |
| 40 if (requestedPrecision == TexCoordPrecisionHigh) { | |
|
vangelis
2013/03/20 19:20:44
The context is no longer needed here, is it?
brianderson
2013/03/20 20:57:15
Context is no longer needed. Will remove it.
| |
| 41 return "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" | |
| 42 " #define TexCoordPrecision highp\n" | |
| 43 "#else\n" | |
| 44 " #define TexCoordPrecision mediump\n" | |
| 45 "#endif\n"+ | |
| 46 std::string(shaderString); | |
| 47 } else { | |
| 48 return "#define TexCoordPrecision mediump\n" + | |
| 49 std::string(shaderString); | |
| 50 } | |
| 51 } | |
| 52 | |
| 53 static std::string setVertexTexCoordPrecision(WebGraphicsContext3D* context, | |
| 54 const char* shaderString) | |
| 55 { | |
| 56 return "#define TexCoordPrecision highp\n" + | |
|
vangelis
2013/03/20 19:20:44
Not sure I understand why for the vertex shaders w
brianderson
2013/03/20 20:57:15
My thinking was that we're not likely to be vertex
| |
| 57 std::string(shaderString); | |
| 58 } | |
| 59 | |
| 33 } | 60 } |
| 34 | 61 |
| 62 TexCoordPrecision TexCoordPrecisionRequired(const gfx::Point &max_coordinate) | |
| 63 { | |
| 64 if (max_coordinate.x() > 1024 || max_coordinate.y() > 1024) | |
|
aelias_OOO_until_Jul13
2013/03/20 19:55:01
1280 is a common height on mid-end phones like the
brianderson
2013/03/20 20:57:15
mediump is only guaranteed to provide 10 bits of p
| |
| 65 return TexCoordPrecisionHigh; | |
| 66 return TexCoordPrecisionMedium; | |
| 67 } | |
| 68 | |
| 35 VertexShaderPosTex::VertexShaderPosTex() | 69 VertexShaderPosTex::VertexShaderPosTex() |
| 36 : m_matrixLocation(-1) | 70 : m_matrixLocation(-1) |
| 37 { | 71 { |
| 38 } | 72 } |
| 39 | 73 |
| 40 void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, b ool usingBindUniform, int* baseUniformIndex) | 74 void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, b ool usingBindUniform, int* baseUniformIndex) |
| 41 { | 75 { |
| 42 static const char* shaderUniforms[] = { | 76 static const char* shaderUniforms[] = { |
| 43 "matrix", | 77 "matrix", |
| 44 }; | 78 }; |
| 45 int locations[1]; | 79 int locations[1]; |
| 46 | 80 |
| 47 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 81 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 48 | 82 |
| 49 m_matrixLocation = locations[0]; | 83 m_matrixLocation = locations[0]; |
| 50 DCHECK(m_matrixLocation != -1); | 84 DCHECK(m_matrixLocation != -1); |
| 51 } | 85 } |
| 52 | 86 |
| 53 std::string VertexShaderPosTex::getShaderString() const | 87 std::string VertexShaderPosTex::getShaderString(WebGraphicsContext3D* context) c onst |
| 54 { | 88 { |
| 55 return SHADER( | 89 return VERTEX_SHADER( |
| 56 attribute vec4 a_position; | 90 attribute vec4 a_position; |
| 57 attribute vec2 a_texCoord; | 91 attribute TexCoordPrecision vec2 a_texCoord; |
| 58 uniform mat4 matrix; | 92 uniform mat4 matrix; |
| 59 varying vec2 v_texCoord; | 93 varying TexCoordPrecision vec2 v_texCoord; |
| 60 void main() | 94 void main() |
| 61 { | 95 { |
| 62 gl_Position = matrix * a_position; | 96 gl_Position = matrix * a_position; |
| 63 v_texCoord = a_texCoord; | 97 v_texCoord = a_texCoord; |
| 64 } | 98 } |
| 65 ); | 99 ); |
| 66 } | 100 } |
| 67 | 101 |
| 68 VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch() | 102 VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch() |
| 69 : m_matrixLocation(-1) | 103 : m_matrixLocation(-1) |
| 70 , m_texScaleLocation(-1) | 104 , m_texScaleLocation(-1) |
| 71 { | 105 { |
| 72 } | 106 } |
| 73 | 107 |
| 74 void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) | 108 void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) |
| 75 { | 109 { |
| 76 static const char* shaderUniforms[] = { | 110 static const char* shaderUniforms[] = { |
| 77 "matrix", | 111 "matrix", |
| 78 "texScale", | 112 "texScale", |
| 79 }; | 113 }; |
| 80 int locations[2]; | 114 int locations[2]; |
| 81 | 115 |
| 82 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 116 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 83 | 117 |
| 84 m_matrixLocation = locations[0]; | 118 m_matrixLocation = locations[0]; |
| 85 m_texScaleLocation = locations[1]; | 119 m_texScaleLocation = locations[1]; |
| 86 DCHECK(m_matrixLocation != -1 && m_texScaleLocation != -1); | 120 DCHECK(m_matrixLocation != -1 && m_texScaleLocation != -1); |
| 87 } | 121 } |
| 88 | 122 |
| 89 std::string VertexShaderPosTexYUVStretch::getShaderString() const | 123 std::string VertexShaderPosTexYUVStretch::getShaderString(WebGraphicsContext3D* context) const |
| 90 { | 124 { |
| 91 return SHADER( | 125 return VERTEX_SHADER( |
| 92 precision mediump float; | 126 precision mediump float; |
| 93 attribute vec4 a_position; | 127 attribute vec4 a_position; |
| 94 attribute vec2 a_texCoord; | 128 attribute TexCoordPrecision vec2 a_texCoord; |
| 95 uniform mat4 matrix; | 129 uniform mat4 matrix; |
| 96 varying vec2 v_texCoord; | 130 varying TexCoordPrecision vec2 v_texCoord; |
| 97 uniform vec2 texScale; | 131 uniform TexCoordPrecision vec2 texScale; |
| 98 void main() | 132 void main() |
| 99 { | 133 { |
| 100 gl_Position = matrix * a_position; | 134 gl_Position = matrix * a_position; |
| 101 v_texCoord = a_texCoord * texScale; | 135 v_texCoord = a_texCoord * texScale; |
| 102 } | 136 } |
| 103 ); | 137 ); |
| 104 } | 138 } |
| 105 | 139 |
| 106 VertexShaderPos::VertexShaderPos() | 140 VertexShaderPos::VertexShaderPos() |
| 107 : m_matrixLocation(-1) | 141 : m_matrixLocation(-1) |
| 108 { | 142 { |
| 109 } | 143 } |
| 110 | 144 |
| 111 void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) | 145 void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) |
| 112 { | 146 { |
| 113 static const char* shaderUniforms[] = { | 147 static const char* shaderUniforms[] = { |
| 114 "matrix", | 148 "matrix", |
| 115 }; | 149 }; |
| 116 int locations[1]; | 150 int locations[1]; |
| 117 | 151 |
| 118 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 152 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 119 | 153 |
| 120 m_matrixLocation = locations[0]; | 154 m_matrixLocation = locations[0]; |
| 121 DCHECK(m_matrixLocation != -1); | 155 DCHECK(m_matrixLocation != -1); |
| 122 } | 156 } |
| 123 | 157 |
| 124 std::string VertexShaderPos::getShaderString() const | 158 std::string VertexShaderPos::getShaderString(WebGraphicsContext3D* context) cons t |
| 125 { | 159 { |
| 126 return SHADER( | 160 return VERTEX_SHADER( |
| 127 attribute vec4 a_position; | 161 attribute vec4 a_position; |
| 128 uniform mat4 matrix; | 162 uniform mat4 matrix; |
| 129 void main() | 163 void main() |
| 130 { | 164 { |
| 131 gl_Position = matrix * a_position; | 165 gl_Position = matrix * a_position; |
| 132 } | 166 } |
| 133 ); | 167 ); |
| 134 } | 168 } |
| 135 | 169 |
| 136 VertexShaderPosTexTransform::VertexShaderPosTexTransform() | 170 VertexShaderPosTexTransform::VertexShaderPosTexTransform() |
| (...skipping 13 matching lines...) Expand all Loading... | |
| 150 int locations[3]; | 184 int locations[3]; |
| 151 | 185 |
| 152 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 186 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 153 | 187 |
| 154 m_matrixLocation = locations[0]; | 188 m_matrixLocation = locations[0]; |
| 155 m_texTransformLocation = locations[1]; | 189 m_texTransformLocation = locations[1]; |
| 156 m_vertexOpacityLocation = locations[2]; | 190 m_vertexOpacityLocation = locations[2]; |
| 157 DCHECK(m_matrixLocation != -1 && m_texTransformLocation != -1 && m_vertexOpa cityLocation != -1); | 191 DCHECK(m_matrixLocation != -1 && m_texTransformLocation != -1 && m_vertexOpa cityLocation != -1); |
| 158 } | 192 } |
| 159 | 193 |
| 160 std::string VertexShaderPosTexTransform::getShaderString() const | 194 std::string VertexShaderPosTexTransform::getShaderString(WebGraphicsContext3D* c ontext) const |
| 161 { | 195 { |
| 162 return SHADER( | 196 return VERTEX_SHADER( |
| 163 attribute vec4 a_position; | 197 attribute vec4 a_position; |
| 164 attribute vec2 a_texCoord; | 198 attribute TexCoordPrecision vec2 a_texCoord; |
| 165 attribute float a_index; | 199 attribute float a_index; |
| 166 uniform mat4 matrix[8]; | 200 uniform mat4 matrix[8]; |
| 167 uniform vec4 texTransform[8]; | 201 uniform TexCoordPrecision vec4 texTransform[8]; |
| 168 uniform float opacity[32]; | 202 uniform float opacity[32]; |
| 169 varying vec2 v_texCoord; | 203 varying TexCoordPrecision vec2 v_texCoord; |
| 170 varying float v_alpha; | 204 varying float v_alpha; |
| 171 void main() | 205 void main() |
| 172 { | 206 { |
| 173 gl_Position = matrix[int(a_index * 0.25)] * a_position; | 207 gl_Position = matrix[int(a_index * 0.25)] * a_position; |
| 174 vec4 texTrans = texTransform[int(a_index * 0.25)]; | 208 TexCoordPrecision vec4 texTrans = texTransform[int(a_index * 0.25)]; |
| 175 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; | 209 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
| 176 v_alpha = opacity[int(a_index)]; | 210 v_alpha = opacity[int(a_index)]; |
| 177 } | 211 } |
| 178 ); | 212 ); |
| 179 } | 213 } |
| 180 | 214 |
| 181 std::string VertexShaderPosTexTransformFlip::getShaderString() const | 215 std::string VertexShaderPosTexTransformFlip::getShaderString(WebGraphicsContext3 D* context) const |
| 182 { | 216 { |
| 183 return SHADER( | 217 return VERTEX_SHADER( |
| 184 attribute vec4 a_position; | 218 attribute vec4 a_position; |
| 185 attribute vec2 a_texCoord; | 219 attribute TexCoordPrecision vec2 a_texCoord; |
| 186 attribute float a_index; | 220 attribute float a_index; |
| 187 uniform mat4 matrix[8]; | 221 uniform mat4 matrix[8]; |
| 188 uniform vec4 texTransform[8]; | 222 uniform TexCoordPrecision vec4 texTransform[8]; |
| 189 uniform float opacity[32]; | 223 uniform float opacity[32]; |
| 190 varying vec2 v_texCoord; | 224 varying TexCoordPrecision vec2 v_texCoord; |
| 191 varying float v_alpha; | 225 varying float v_alpha; |
| 192 void main() | 226 void main() |
| 193 { | 227 { |
| 194 gl_Position = matrix[int(a_index * 0.25)] * a_position; | 228 gl_Position = matrix[int(a_index * 0.25)] * a_position; |
| 195 vec4 texTrans = texTransform[int(a_index * 0.25)]; | 229 TexCoordPrecision vec4 texTrans = texTransform[int(a_index * 0.25)]; |
| 196 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; | 230 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
| 197 v_texCoord.y = 1.0 - v_texCoord.y; | 231 v_texCoord.y = 1.0 - v_texCoord.y; |
| 198 v_alpha = opacity[int(a_index)]; | 232 v_alpha = opacity[int(a_index)]; |
| 199 } | 233 } |
| 200 ); | 234 ); |
| 201 } | 235 } |
| 202 | 236 |
| 203 std::string VertexShaderPosTexIdentity::getShaderString() const | 237 std::string VertexShaderPosTexIdentity::getShaderString(WebGraphicsContext3D* co ntext) const |
| 204 { | 238 { |
| 205 return SHADER( | 239 return VERTEX_SHADER( |
| 206 attribute vec4 a_position; | 240 attribute vec4 a_position; |
| 207 varying vec2 v_texCoord; | 241 varying TexCoordPrecision vec2 v_texCoord; |
| 208 void main() | 242 void main() |
| 209 { | 243 { |
| 210 gl_Position = a_position; | 244 gl_Position = a_position; |
| 211 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; | 245 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; |
| 212 } | 246 } |
| 213 ); | 247 ); |
| 214 } | 248 } |
| 215 | 249 |
| 216 VertexShaderQuad::VertexShaderQuad() | 250 VertexShaderQuad::VertexShaderQuad() |
| 217 : m_matrixLocation(-1) | 251 : m_matrixLocation(-1) |
| (...skipping 14 matching lines...) Expand all Loading... | |
| 232 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 266 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 233 | 267 |
| 234 m_matrixLocation = locations[0]; | 268 m_matrixLocation = locations[0]; |
| 235 m_pointLocation = locations[1]; | 269 m_pointLocation = locations[1]; |
| 236 m_texScaleLocation = locations[2]; | 270 m_texScaleLocation = locations[2]; |
| 237 DCHECK_NE(m_matrixLocation, -1); | 271 DCHECK_NE(m_matrixLocation, -1); |
| 238 DCHECK_NE(m_pointLocation, -1); | 272 DCHECK_NE(m_pointLocation, -1); |
| 239 DCHECK_NE(m_texScaleLocation, -1); | 273 DCHECK_NE(m_texScaleLocation, -1); |
| 240 } | 274 } |
| 241 | 275 |
| 242 std::string VertexShaderQuad::getShaderString() const | 276 std::string VertexShaderQuad::getShaderString(WebGraphicsContext3D* context) con st |
| 243 { | 277 { |
| 244 return SHADER( | 278 return VERTEX_SHADER( |
| 245 attribute vec4 a_position; | 279 attribute TexCoordPrecision vec4 a_position; |
| 246 attribute vec2 a_texCoord; | 280 attribute TexCoordPrecision vec2 a_texCoord; |
| 247 uniform mat4 matrix; | 281 uniform mat4 matrix; |
| 248 uniform vec2 point[4]; | 282 uniform TexCoordPrecision vec2 point[4]; |
| 249 uniform vec2 texScale; | 283 uniform TexCoordPrecision vec2 texScale; |
| 250 varying vec2 v_texCoord; | 284 varying TexCoordPrecision vec2 v_texCoord; |
| 251 void main() | 285 void main() |
| 252 { | 286 { |
| 253 vec2 complement = abs(a_texCoord - 1.0); | 287 TexCoordPrecision vec2 complement = abs(a_texCoord - 1.0); |
| 254 vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); | 288 TexCoordPrecision vec4 pos = vec4(0.0, 0.0, a_position.z, a_position .w); |
| 255 pos.xy += (complement.x * complement.y) * point[0]; | 289 pos.xy += (complement.x * complement.y) * point[0]; |
| 256 pos.xy += (a_texCoord.x * complement.y) * point[1]; | 290 pos.xy += (a_texCoord.x * complement.y) * point[1]; |
| 257 pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; | 291 pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; |
| 258 pos.xy += (complement.x * a_texCoord.y) * point[3]; | 292 pos.xy += (complement.x * a_texCoord.y) * point[3]; |
| 259 gl_Position = matrix * pos; | 293 gl_Position = matrix * pos; |
| 260 v_texCoord = (pos.xy + vec2(0.5)) * texScale; | 294 v_texCoord = (pos.xy + vec2(0.5)) * texScale; |
| 261 } | 295 } |
| 262 ); | 296 ); |
| 263 } | 297 } |
| 264 | 298 |
| (...skipping 14 matching lines...) Expand all Loading... | |
| 279 int locations[3]; | 313 int locations[3]; |
| 280 | 314 |
| 281 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 315 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 282 | 316 |
| 283 m_matrixLocation = locations[0]; | 317 m_matrixLocation = locations[0]; |
| 284 m_pointLocation = locations[1]; | 318 m_pointLocation = locations[1]; |
| 285 m_vertexTexTransformLocation = locations[2]; | 319 m_vertexTexTransformLocation = locations[2]; |
| 286 DCHECK(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransfo rmLocation != -1); | 320 DCHECK(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransfo rmLocation != -1); |
| 287 } | 321 } |
| 288 | 322 |
| 289 std::string VertexShaderTile::getShaderString() const | 323 std::string VertexShaderTile::getShaderString(WebGraphicsContext3D* context) con st |
| 290 { | 324 { |
| 291 return SHADER( | 325 return VERTEX_SHADER( |
| 292 attribute vec4 a_position; | 326 attribute TexCoordPrecision vec4 a_position; |
| 293 attribute vec2 a_texCoord; | 327 attribute TexCoordPrecision vec2 a_texCoord; |
| 294 uniform mat4 matrix; | 328 uniform mat4 matrix; |
| 295 uniform vec2 point[4]; | 329 uniform TexCoordPrecision vec2 point[4]; |
| 296 uniform vec4 vertexTexTransform; | 330 uniform TexCoordPrecision vec4 vertexTexTransform; |
| 297 varying vec2 v_texCoord; | 331 varying TexCoordPrecision vec2 v_texCoord; |
| 298 void main() | 332 void main() |
| 299 { | 333 { |
| 300 vec2 complement = abs(a_texCoord - 1.0); | 334 vec2 complement = abs(a_texCoord - 1.0); |
| 301 vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); | 335 vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); |
| 302 pos.xy += (complement.x * complement.y) * point[0]; | 336 pos.xy += (complement.x * complement.y) * point[0]; |
| 303 pos.xy += (a_texCoord.x * complement.y) * point[1]; | 337 pos.xy += (a_texCoord.x * complement.y) * point[1]; |
| 304 pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; | 338 pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; |
| 305 pos.xy += (complement.x * a_texCoord.y) * point[3]; | 339 pos.xy += (complement.x * a_texCoord.y) * point[3]; |
| 306 gl_Position = matrix * pos; | 340 gl_Position = matrix * pos; |
| 307 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; | 341 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
| (...skipping 15 matching lines...) Expand all Loading... | |
| 323 }; | 357 }; |
| 324 int locations[2]; | 358 int locations[2]; |
| 325 | 359 |
| 326 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 360 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 327 | 361 |
| 328 m_matrixLocation = locations[0]; | 362 m_matrixLocation = locations[0]; |
| 329 m_texMatrixLocation = locations[1]; | 363 m_texMatrixLocation = locations[1]; |
| 330 return m_matrixLocation != -1 && m_texMatrixLocation != -1; | 364 return m_matrixLocation != -1 && m_texMatrixLocation != -1; |
| 331 } | 365 } |
| 332 | 366 |
| 333 std::string VertexShaderVideoTransform::getShaderString() const | 367 std::string VertexShaderVideoTransform::getShaderString(WebGraphicsContext3D* co ntext) const |
| 334 { | 368 { |
| 335 return SHADER( | 369 return VERTEX_SHADER( |
| 336 attribute vec4 a_position; | 370 attribute vec4 a_position; |
| 337 attribute vec2 a_texCoord; | 371 attribute TexCoordPrecision vec2 a_texCoord; |
| 338 uniform mat4 matrix; | 372 uniform mat4 matrix; |
| 339 uniform mat4 texMatrix; | 373 uniform TexCoordPrecision mat4 texMatrix; |
| 340 varying vec2 v_texCoord; | 374 varying TexCoordPrecision vec2 v_texCoord; |
| 341 void main() | 375 void main() |
| 342 { | 376 { |
| 343 gl_Position = matrix * a_position; | 377 gl_Position = matrix * a_position; |
| 344 v_texCoord = vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); | 378 v_texCoord = vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); |
| 345 } | 379 } |
| 346 ); | 380 ); |
| 347 } | 381 } |
| 348 | 382 |
| 349 FragmentTexAlphaBinding::FragmentTexAlphaBinding() | 383 FragmentTexAlphaBinding::FragmentTexAlphaBinding() |
| 350 : m_samplerLocation(-1) | 384 : m_samplerLocation(-1) |
| (...skipping 40 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 391 "s_texture", | 425 "s_texture", |
| 392 }; | 426 }; |
| 393 int locations[1]; | 427 int locations[1]; |
| 394 | 428 |
| 395 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 429 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 396 | 430 |
| 397 m_samplerLocation = locations[0]; | 431 m_samplerLocation = locations[0]; |
| 398 return m_samplerLocation != -1; | 432 return m_samplerLocation != -1; |
| 399 } | 433 } |
| 400 | 434 |
| 401 std::string FragmentShaderOESImageExternal::getShaderString() const | 435 std::string FragmentShaderOESImageExternal::getShaderString(WebGraphicsContext3D * context, |
| 436 TexCoordPrecision pr ecision) const | |
| 402 { | 437 { |
| 403 // Cannot use the SHADER() macro because of the '#' char | 438 // Cannot use the FRAGMENT_SHADER() macro because of the '#' char |
| 404 return "#extension GL_OES_EGL_image_external : require \n" | 439 return setFragTexCoordPrecision(context, precision, |
| 440 "#extension GL_OES_EGL_image_external : require \n" | |
| 405 "precision mediump float;\n" | 441 "precision mediump float;\n" |
| 406 "varying vec2 v_texCoord;\n" | 442 "varying TexCoordPrecision vec2 v_texCoord;\n" |
| 407 "uniform samplerExternalOES s_texture;\n" | 443 "uniform samplerExternalOES s_texture;\n" |
| 408 "void main()\n" | 444 "void main()\n" |
| 409 "{\n" | 445 "{\n" |
| 410 " vec4 texColor = texture2D(s_texture, v_texCoord);\n" | 446 " vec4 texColor = texture2D(s_texture, v_texCoord);\n" |
| 411 " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor .w);\n" | 447 " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor .w);\n" |
| 412 "}\n"; | 448 "}\n"); |
| 413 } | 449 } |
| 414 | 450 |
| 415 std::string FragmentShaderRGBATexAlpha::getShaderString() const | 451 std::string FragmentShaderRGBATexAlpha::getShaderString(WebGraphicsContext3D* co ntext, |
| 452 TexCoordPrecision precis ion) const | |
| 416 { | 453 { |
| 417 return SHADER( | 454 return FRAGMENT_SHADER( |
| 418 precision mediump float; | 455 precision mediump float; |
| 419 varying vec2 v_texCoord; | 456 varying TexCoordPrecision vec2 v_texCoord; |
| 420 uniform sampler2D s_texture; | 457 uniform sampler2D s_texture; |
| 421 uniform float alpha; | 458 uniform float alpha; |
| 422 void main() | 459 void main() |
| 423 { | 460 { |
| 424 vec4 texColor = texture2D(s_texture, v_texCoord); | 461 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 425 gl_FragColor = texColor * alpha; | 462 gl_FragColor = texColor * alpha; |
| 426 } | 463 } |
| 427 ); | 464 ); |
| 428 } | 465 } |
| 429 | 466 |
| 430 std::string FragmentShaderRGBATexVaryingAlpha::getShaderString() const | 467 std::string FragmentShaderRGBATexVaryingAlpha::getShaderString(WebGraphicsContex t3D* context, |
| 468 TexCoordPrecision precision) const | |
| 431 { | 469 { |
| 432 return SHADER( | 470 return FRAGMENT_SHADER( |
| 433 precision mediump float; | 471 precision mediump float; |
| 434 varying vec2 v_texCoord; | 472 varying TexCoordPrecision vec2 v_texCoord; |
| 435 varying float v_alpha; | 473 varying float v_alpha; |
| 436 uniform sampler2D s_texture; | 474 uniform sampler2D s_texture; |
| 437 void main() | 475 void main() |
| 438 { | 476 { |
| 439 vec4 texColor = texture2D(s_texture, v_texCoord); | 477 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 440 gl_FragColor = texColor * v_alpha; | 478 gl_FragColor = texColor * v_alpha; |
| 441 } | 479 } |
| 442 ); | 480 ); |
| 443 } | 481 } |
| 444 | 482 |
| 445 std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString() const | 483 std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString(WebGraphicsCo ntext3D* context, |
| 484 TexCoordPreci sion precision) const | |
| 446 { | 485 { |
| 447 return "#extension GL_ARB_texture_rectangle : require\n" | 486 return setFragTexCoordPrecision(context, precision, |
| 487 "#extension GL_ARB_texture_rectangle : require\n" | |
| 448 "precision mediump float;\n" | 488 "precision mediump float;\n" |
| 449 "varying vec2 v_texCoord;\n" | 489 "varying TexCoordPrecision vec2 v_texCoord;\n" |
| 450 "varying float v_alpha;\n" | 490 "varying float v_alpha;\n" |
| 451 "uniform sampler2DRect s_texture;\n" | 491 "uniform sampler2DRect s_texture;\n" |
| 452 "void main()\n" | 492 "void main()\n" |
| 453 "{\n" | 493 "{\n" |
| 454 " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n" | 494 " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n" |
| 455 " gl_FragColor = texColor * v_alpha;\n" | 495 " gl_FragColor = texColor * v_alpha;\n" |
| 456 "}\n"; | 496 "}\n"); |
| 457 } | 497 } |
| 458 | 498 |
| 459 std::string FragmentShaderRGBATexOpaque::getShaderString() const | 499 std::string FragmentShaderRGBATexOpaque::getShaderString(WebGraphicsContext3D* c ontext, |
| 500 TexCoordPrecision preci sion) const | |
| 460 { | 501 { |
| 461 return SHADER( | 502 return FRAGMENT_SHADER( |
| 462 precision mediump float; | 503 precision mediump float; |
| 463 varying vec2 v_texCoord; | 504 varying TexCoordPrecision vec2 v_texCoord; |
| 464 uniform sampler2D s_texture; | 505 uniform sampler2D s_texture; |
| 465 void main() | 506 void main() |
| 466 { | 507 { |
| 467 vec4 texColor = texture2D(s_texture, v_texCoord); | 508 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 468 gl_FragColor = vec4(texColor.rgb, 1.0); | 509 gl_FragColor = vec4(texColor.rgb, 1.0); |
| 469 } | 510 } |
| 470 ); | 511 ); |
| 471 } | 512 } |
| 472 | 513 |
| 473 std::string FragmentShaderRGBATex::getShaderString() const | 514 std::string FragmentShaderRGBATex::getShaderString(WebGraphicsContext3D* context , |
| 515 TexCoordPrecision precision) const | |
| 474 { | 516 { |
| 475 return SHADER( | 517 return FRAGMENT_SHADER( |
| 476 precision mediump float; | 518 precision mediump float; |
| 477 varying vec2 v_texCoord; | 519 varying TexCoordPrecision vec2 v_texCoord; |
| 478 uniform sampler2D s_texture; | 520 uniform sampler2D s_texture; |
| 479 void main() | 521 void main() |
| 480 { | 522 { |
| 481 gl_FragColor = texture2D(s_texture, v_texCoord); | 523 gl_FragColor = texture2D(s_texture, v_texCoord); |
| 482 } | 524 } |
| 483 ); | 525 ); |
| 484 } | 526 } |
| 485 | 527 |
| 486 std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const | 528 std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString(WebGraphicsContex t3D* context, |
| 529 TexCoordPrecision precision) const | |
| 487 { | 530 { |
| 488 return SHADER( | 531 return FRAGMENT_SHADER( |
| 489 precision mediump float; | 532 precision mediump float; |
| 490 varying vec2 v_texCoord; | 533 varying TexCoordPrecision vec2 v_texCoord; |
| 491 uniform sampler2D s_texture; | 534 uniform sampler2D s_texture; |
| 492 uniform float alpha; | 535 uniform float alpha; |
| 493 void main() | 536 void main() |
| 494 { | 537 { |
| 495 vec4 texColor = texture2D(s_texture, v_texCoord); | 538 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 496 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; | 539 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; |
| 497 } | 540 } |
| 498 ); | 541 ); |
| 499 } | 542 } |
| 500 | 543 |
| 501 std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const | 544 std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString(WebGraphicsConte xt3D* context, |
| 545 TexCoordPrecisio n precision) const | |
| 502 { | 546 { |
| 503 return SHADER( | 547 return FRAGMENT_SHADER( |
| 504 precision mediump float; | 548 precision mediump float; |
| 505 varying vec2 v_texCoord; | 549 varying TexCoordPrecision vec2 v_texCoord; |
| 506 uniform sampler2D s_texture; | 550 uniform sampler2D s_texture; |
| 507 void main() | 551 void main() |
| 508 { | 552 { |
| 509 vec4 texColor = texture2D(s_texture, v_texCoord); | 553 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 510 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); | 554 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
| 511 } | 555 } |
| 512 ); | 556 ); |
| 513 } | 557 } |
| 514 | 558 |
| 515 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() | 559 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() |
| (...skipping 13 matching lines...) Expand all Loading... | |
| 529 int locations[3]; | 573 int locations[3]; |
| 530 | 574 |
| 531 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 575 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 532 | 576 |
| 533 m_samplerLocation = locations[0]; | 577 m_samplerLocation = locations[0]; |
| 534 m_alphaLocation = locations[1]; | 578 m_alphaLocation = locations[1]; |
| 535 m_edgeLocation = locations[2]; | 579 m_edgeLocation = locations[2]; |
| 536 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1); | 580 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1); |
| 537 } | 581 } |
| 538 | 582 |
| 539 std::string FragmentShaderRGBATexAlphaAA::getShaderString() const | 583 std::string FragmentShaderRGBATexAlphaAA::getShaderString(WebGraphicsContext3D* context, |
| 584 TexCoordPrecision prec ision) const | |
| 540 { | 585 { |
| 541 return SHADER( | 586 return FRAGMENT_SHADER( |
| 542 precision mediump float; | 587 precision mediump float; |
| 543 varying vec2 v_texCoord; | 588 varying TexCoordPrecision vec2 v_texCoord; |
| 544 uniform sampler2D s_texture; | 589 uniform sampler2D s_texture; |
| 545 uniform float alpha; | 590 uniform float alpha; |
| 546 uniform vec3 edge[8]; | 591 uniform vec3 edge[8]; |
| 547 void main() | 592 void main() |
| 548 { | 593 { |
| 549 vec4 texColor = texture2D(s_texture, v_texCoord); | 594 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 550 vec3 pos = vec3(gl_FragCoord.xy, 1); | 595 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 551 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 596 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 552 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 597 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 553 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 598 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| (...skipping 27 matching lines...) Expand all Loading... | |
| 581 | 626 |
| 582 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 627 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 583 | 628 |
| 584 m_samplerLocation = locations[0]; | 629 m_samplerLocation = locations[0]; |
| 585 m_alphaLocation = locations[1]; | 630 m_alphaLocation = locations[1]; |
| 586 m_fragmentTexTransformLocation = locations[2]; | 631 m_fragmentTexTransformLocation = locations[2]; |
| 587 m_edgeLocation = locations[3]; | 632 m_edgeLocation = locations[3]; |
| 588 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTran sformLocation != -1 && m_edgeLocation != -1); | 633 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTran sformLocation != -1 && m_edgeLocation != -1); |
| 589 } | 634 } |
| 590 | 635 |
| 591 std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const | 636 std::string FragmentShaderRGBATexClampAlphaAA::getShaderString(WebGraphicsContex t3D* context, |
| 637 TexCoordPrecision precision) const | |
| 592 { | 638 { |
| 593 return SHADER( | 639 return FRAGMENT_SHADER( |
| 594 precision mediump float; | 640 precision mediump float; |
| 595 varying vec2 v_texCoord; | 641 varying TexCoordPrecision vec2 v_texCoord; |
| 596 uniform sampler2D s_texture; | 642 uniform sampler2D s_texture; |
| 597 uniform float alpha; | 643 uniform float alpha; |
| 598 uniform vec4 fragmentTexTransform; | 644 uniform TexCoordPrecision vec4 fragmentTexTransform; |
| 599 uniform vec3 edge[8]; | 645 uniform vec3 edge[8]; |
| 600 void main() | 646 void main() |
| 601 { | 647 { |
| 602 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.z w + fragmentTexTransform.xy; | 648 TexCoordPrecision vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * frag mentTexTransform.zw + fragmentTexTransform.xy; |
| 603 vec4 texColor = texture2D(s_texture, texCoord); | 649 vec4 texColor = texture2D(s_texture, texCoord); |
| 604 vec3 pos = vec3(gl_FragCoord.xy, 1); | 650 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 605 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 651 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 606 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 652 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 607 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 653 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 608 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 654 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 609 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 655 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 610 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 656 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 611 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 657 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 612 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 658 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| 613 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min (a4, a6) * min(a5, a7)); | 659 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min (a4, a6) * min(a5, a7)); |
| 614 } | 660 } |
| 615 ); | 661 ); |
| 616 } | 662 } |
| 617 | 663 |
| 618 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const | 664 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString(WebGraphic sContext3D* context, |
| 665 TexCoordPr ecision precision) const | |
| 619 { | 666 { |
| 620 return SHADER( | 667 return FRAGMENT_SHADER( |
| 621 precision mediump float; | 668 precision mediump float; |
| 622 varying vec2 v_texCoord; | 669 varying TexCoordPrecision vec2 v_texCoord; |
| 623 uniform sampler2D s_texture; | 670 uniform sampler2D s_texture; |
| 624 uniform float alpha; | 671 uniform float alpha; |
| 625 uniform vec4 fragmentTexTransform; | 672 uniform TexCoordPrecision vec4 fragmentTexTransform; |
| 626 uniform vec3 edge[8]; | 673 uniform vec3 edge[8]; |
| 627 void main() | 674 void main() |
| 628 { | 675 { |
| 629 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.z w + fragmentTexTransform.xy; | 676 TexCoordPrecision vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * frag mentTexTransform.zw + fragmentTexTransform.xy; |
| 630 vec4 texColor = texture2D(s_texture, texCoord); | 677 vec4 texColor = texture2D(s_texture, texCoord); |
| 631 vec3 pos = vec3(gl_FragCoord.xy, 1); | 678 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 632 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 679 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 633 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 680 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 634 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 681 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 635 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 682 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 636 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 683 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 637 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 684 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 638 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 685 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 639 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 686 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| (...skipping 24 matching lines...) Expand all Loading... | |
| 664 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 711 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 665 | 712 |
| 666 m_samplerLocation = locations[0]; | 713 m_samplerLocation = locations[0]; |
| 667 m_maskSamplerLocation = locations[1]; | 714 m_maskSamplerLocation = locations[1]; |
| 668 m_alphaLocation = locations[2]; | 715 m_alphaLocation = locations[2]; |
| 669 m_maskTexCoordScaleLocation = locations[3]; | 716 m_maskTexCoordScaleLocation = locations[3]; |
| 670 m_maskTexCoordOffsetLocation = locations[4]; | 717 m_maskTexCoordOffsetLocation = locations[4]; |
| 671 DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLoca tion != -1); | 718 DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLoca tion != -1); |
| 672 } | 719 } |
| 673 | 720 |
| 674 std::string FragmentShaderRGBATexAlphaMask::getShaderString() const | 721 std::string FragmentShaderRGBATexAlphaMask::getShaderString(WebGraphicsContext3D * context, |
| 722 TexCoordPrecision pr ecision) const | |
| 675 { | 723 { |
| 676 return SHADER( | 724 return FRAGMENT_SHADER( |
| 677 precision mediump float; | 725 precision mediump float; |
| 678 varying vec2 v_texCoord; | 726 varying TexCoordPrecision vec2 v_texCoord; |
| 679 uniform sampler2D s_texture; | 727 uniform sampler2D s_texture; |
| 680 uniform sampler2D s_mask; | 728 uniform sampler2D s_mask; |
| 681 uniform vec2 maskTexCoordScale; | 729 uniform TexCoordPrecision vec2 maskTexCoordScale; |
| 682 uniform vec2 maskTexCoordOffset; | 730 uniform TexCoordPrecision vec2 maskTexCoordOffset; |
| 683 uniform float alpha; | 731 uniform float alpha; |
| 684 void main() | 732 void main() |
| 685 { | 733 { |
| 686 vec4 texColor = texture2D(s_texture, v_texCoord); | 734 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 687 vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskT exCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 735 TexCoordPrecision vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_ texCoord.x * maskTexCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexC oordScale.y); |
| 688 vec4 maskColor = texture2D(s_mask, maskTexCoord); | 736 vec4 maskColor = texture2D(s_mask, maskTexCoord); |
| 689 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha * maskColor.w; | 737 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha * maskColor.w; |
| 690 } | 738 } |
| 691 ); | 739 ); |
| 692 } | 740 } |
| 693 | 741 |
| 694 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() | 742 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
| 695 : m_samplerLocation(-1) | 743 : m_samplerLocation(-1) |
| 696 , m_maskSamplerLocation(-1) | 744 , m_maskSamplerLocation(-1) |
| 697 , m_alphaLocation(-1) | 745 , m_alphaLocation(-1) |
| (...skipping 18 matching lines...) Expand all Loading... | |
| 716 | 764 |
| 717 m_samplerLocation = locations[0]; | 765 m_samplerLocation = locations[0]; |
| 718 m_maskSamplerLocation = locations[1]; | 766 m_maskSamplerLocation = locations[1]; |
| 719 m_alphaLocation = locations[2]; | 767 m_alphaLocation = locations[2]; |
| 720 m_edgeLocation = locations[3]; | 768 m_edgeLocation = locations[3]; |
| 721 m_maskTexCoordScaleLocation = locations[4]; | 769 m_maskTexCoordScaleLocation = locations[4]; |
| 722 m_maskTexCoordOffsetLocation = locations[5]; | 770 m_maskTexCoordOffsetLocation = locations[5]; |
| 723 DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLoca tion != -1 && m_edgeLocation != -1); | 771 DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLoca tion != -1 && m_edgeLocation != -1); |
| 724 } | 772 } |
| 725 | 773 |
| 726 std::string FragmentShaderRGBATexAlphaMaskAA::getShaderString() const | 774 std::string FragmentShaderRGBATexAlphaMaskAA::getShaderString(WebGraphicsContext 3D* context, |
| 775 TexCoordPrecision precision) const | |
| 727 { | 776 { |
| 728 return SHADER( | 777 return FRAGMENT_SHADER( |
| 729 precision mediump float; | 778 precision mediump float; |
| 730 varying vec2 v_texCoord; | 779 varying TexCoordPrecision vec2 v_texCoord; |
| 731 uniform sampler2D s_texture; | 780 uniform sampler2D s_texture; |
| 732 uniform sampler2D s_mask; | 781 uniform sampler2D s_mask; |
| 733 uniform vec2 maskTexCoordScale; | 782 uniform TexCoordPrecision vec2 maskTexCoordScale; |
| 734 uniform vec2 maskTexCoordOffset; | 783 uniform TexCoordPrecision vec2 maskTexCoordOffset; |
| 735 uniform float alpha; | 784 uniform float alpha; |
| 736 uniform vec3 edge[8]; | 785 uniform vec3 edge[8]; |
| 737 void main() | 786 void main() |
| 738 { | 787 { |
| 739 vec4 texColor = texture2D(s_texture, v_texCoord); | 788 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 740 vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskT exCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 789 TexCoordPrecision vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_ texCoord.x * maskTexCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexC oordScale.y); |
| 741 vec4 maskColor = texture2D(s_mask, maskTexCoord); | 790 vec4 maskColor = texture2D(s_mask, maskTexCoord); |
| 742 vec3 pos = vec3(gl_FragCoord.xy, 1); | 791 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 743 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 792 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 744 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 793 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 745 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 794 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 746 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 795 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 747 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 796 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 748 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 797 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 749 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 798 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 750 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 799 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| (...skipping 30 matching lines...) Expand all Loading... | |
| 781 m_uTextureLocation = locations[1]; | 830 m_uTextureLocation = locations[1]; |
| 782 m_vTextureLocation = locations[2]; | 831 m_vTextureLocation = locations[2]; |
| 783 m_alphaLocation = locations[3]; | 832 m_alphaLocation = locations[3]; |
| 784 m_yuvMatrixLocation = locations[4]; | 833 m_yuvMatrixLocation = locations[4]; |
| 785 m_yuvAdjLocation = locations[5]; | 834 m_yuvAdjLocation = locations[5]; |
| 786 | 835 |
| 787 DCHECK(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLoc ation != -1 | 836 DCHECK(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLoc ation != -1 |
| 788 && m_alphaLocation != -1 && m_yuvMatrixLocation != -1 && m_yuvAdjLoca tion != -1); | 837 && m_alphaLocation != -1 && m_yuvMatrixLocation != -1 && m_yuvAdjLoca tion != -1); |
| 789 } | 838 } |
| 790 | 839 |
| 791 std::string FragmentShaderYUVVideo::getShaderString() const | 840 std::string FragmentShaderYUVVideo::getShaderString(WebGraphicsContext3D* contex t, |
| 841 TexCoordPrecision precision) const | |
| 792 { | 842 { |
| 793 return SHADER( | 843 return FRAGMENT_SHADER( |
| 794 precision mediump float; | 844 precision mediump float; |
| 795 precision mediump int; | 845 precision mediump int; |
| 796 varying vec2 v_texCoord; | 846 varying TexCoordPrecision vec2 v_texCoord; |
| 797 uniform sampler2D y_texture; | 847 uniform sampler2D y_texture; |
| 798 uniform sampler2D u_texture; | 848 uniform sampler2D u_texture; |
| 799 uniform sampler2D v_texture; | 849 uniform sampler2D v_texture; |
| 800 uniform float alpha; | 850 uniform float alpha; |
| 801 uniform vec3 yuv_adj; | 851 uniform vec3 yuv_adj; |
| 802 uniform mat3 yuv_matrix; | 852 uniform mat3 yuv_matrix; |
| 803 void main() | 853 void main() |
| 804 { | 854 { |
| 805 float y_raw = texture2D(y_texture, v_texCoord).x; | 855 float y_raw = texture2D(y_texture, v_texCoord).x; |
| 806 float u_unsigned = texture2D(u_texture, v_texCoord).x; | 856 float u_unsigned = texture2D(u_texture, v_texCoord).x; |
| (...skipping 16 matching lines...) Expand all Loading... | |
| 823 "color", | 873 "color", |
| 824 }; | 874 }; |
| 825 int locations[1]; | 875 int locations[1]; |
| 826 | 876 |
| 827 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 877 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 828 | 878 |
| 829 m_colorLocation = locations[0]; | 879 m_colorLocation = locations[0]; |
| 830 DCHECK(m_colorLocation != -1); | 880 DCHECK(m_colorLocation != -1); |
| 831 } | 881 } |
| 832 | 882 |
| 833 std::string FragmentShaderColor::getShaderString() const | 883 std::string FragmentShaderColor::getShaderString(WebGraphicsContext3D* context, |
| 884 TexCoordPrecision precision) co nst | |
| 834 { | 885 { |
| 835 return SHADER( | 886 return FRAGMENT_SHADER( |
| 836 precision mediump float; | 887 precision mediump float; |
| 837 uniform vec4 color; | 888 uniform vec4 color; |
| 838 void main() | 889 void main() |
| 839 { | 890 { |
| 840 gl_FragColor = color; | 891 gl_FragColor = color; |
| 841 } | 892 } |
| 842 ); | 893 ); |
| 843 } | 894 } |
| 844 | 895 |
| 845 FragmentShaderColorAA::FragmentShaderColorAA() | 896 FragmentShaderColorAA::FragmentShaderColorAA() |
| (...skipping 10 matching lines...) Expand all Loading... | |
| 856 }; | 907 }; |
| 857 int locations[2]; | 908 int locations[2]; |
| 858 | 909 |
| 859 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 910 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 860 | 911 |
| 861 m_edgeLocation = locations[0]; | 912 m_edgeLocation = locations[0]; |
| 862 m_colorLocation = locations[1]; | 913 m_colorLocation = locations[1]; |
| 863 DCHECK(m_edgeLocation != -1 && m_colorLocation != -1); | 914 DCHECK(m_edgeLocation != -1 && m_colorLocation != -1); |
| 864 } | 915 } |
| 865 | 916 |
| 866 std::string FragmentShaderColorAA::getShaderString() const | 917 std::string FragmentShaderColorAA::getShaderString(WebGraphicsContext3D* context , |
| 918 TexCoordPrecision precision) const | |
| 867 { | 919 { |
| 868 return SHADER( | 920 return FRAGMENT_SHADER( |
| 869 precision mediump float; | 921 precision mediump float; |
| 870 uniform vec4 color; | 922 uniform vec4 color; |
| 871 uniform vec3 edge[8]; | 923 uniform vec3 edge[8]; |
| 872 void main() | 924 void main() |
| 873 { | 925 { |
| 874 vec3 pos = vec3(gl_FragCoord.xy, 1); | 926 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 875 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 927 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 876 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 928 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 877 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 929 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 878 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 930 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| (...skipping 25 matching lines...) Expand all Loading... | |
| 904 | 956 |
| 905 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 957 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 906 | 958 |
| 907 m_alphaLocation = locations[0]; | 959 m_alphaLocation = locations[0]; |
| 908 m_texTransformLocation = locations[1]; | 960 m_texTransformLocation = locations[1]; |
| 909 m_frequencyLocation = locations[2]; | 961 m_frequencyLocation = locations[2]; |
| 910 m_colorLocation = locations[3]; | 962 m_colorLocation = locations[3]; |
| 911 DCHECK(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyL ocation != -1 && m_colorLocation != -1); | 963 DCHECK(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyL ocation != -1 && m_colorLocation != -1); |
| 912 } | 964 } |
| 913 | 965 |
| 914 std::string FragmentShaderCheckerboard::getShaderString() const | 966 std::string FragmentShaderCheckerboard::getShaderString(WebGraphicsContext3D* co ntext, |
| 967 TexCoordPrecision precis ion) const | |
| 915 { | 968 { |
| 916 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" | 969 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" |
| 917 // by Munshi, Ginsburg, Shreiner. | 970 // by Munshi, Ginsburg, Shreiner. |
| 918 return SHADER( | 971 return FRAGMENT_SHADER( |
| 919 precision mediump float; | 972 precision mediump float; |
| 920 precision mediump int; | 973 precision mediump int; |
| 921 varying vec2 v_texCoord; | 974 varying TexCoordPrecision vec2 v_texCoord; |
| 922 uniform float alpha; | 975 uniform float alpha; |
| 923 uniform float frequency; | 976 uniform float frequency; |
| 924 uniform vec4 texTransform; | 977 uniform vec4 texTransform; |
| 925 uniform vec4 color; | 978 uniform vec4 color; |
| 926 void main() | 979 void main() |
| 927 { | 980 { |
| 928 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); | 981 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); |
| 929 vec4 color2 = color; | 982 vec4 color2 = color; |
| 930 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texT ransform.xy; | 983 TexCoordPrecision vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texT ransform.zw + texTransform.xy; |
| 931 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); | 984 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
| 932 float picker = abs(coord.x - coord.y); | 985 float picker = abs(coord.x - coord.y); |
| 933 gl_FragColor = mix(color1, color2, picker) * alpha; | 986 gl_FragColor = mix(color1, color2, picker) * alpha; |
| 934 } | 987 } |
| 935 ); | 988 ); |
| 936 } | 989 } |
| 937 | 990 |
| 938 } // namespace cc | 991 } // namespace cc |
| OLD | NEW |