Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(181)

Unified Diff: cc/output/shader.cc

Issue 12764030: cc: Chromify shader.cc and shader.h (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Created 7 years, 9 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
« no previous file with comments | « cc/output/shader.h ('k') | no next file » | no next file with comments »
Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
Index: cc/output/shader.cc
diff --git a/cc/output/shader.cc b/cc/output/shader.cc
index c4d3636284fedfcf34bc22cebd4f0785817e5bf3..1a892d3dc6e8944890da683f928fb8f1be750148 100644
--- a/cc/output/shader.cc
+++ b/cc/output/shader.cc
@@ -17,924 +17,1040 @@ 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 ++) {
- DCHECK(uniformIndex < maxLocations);
-
- if (usingBindUniform) {
- locations[uniformIndex] = (*baseUniformIndex)++;
- context->bindUniformLocationCHROMIUM(program, locations[uniformIndex], shaderUniforms[uniformIndex]);
- } else
- locations[uniformIndex] = context->getUniformLocation(program, shaderUniforms[uniformIndex]);
+static void GetProgramUniformLocations(WebGraphicsContext3D* context,
+ unsigned program,
+ const char** shader_uniforms,
+ size_t count,
+ size_t max_locations,
+ int* locations,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ for (size_t uniform_index = 0; uniform_index < count; uniform_index ++) {
+ DCHECK(uniform_index < max_locations);
+
+ if (using_bind_uniform) {
+ locations[uniform_index] = (*base_uniform_index)++;
+ context->bindUniformLocationCHROMIUM(program,
+ locations[uniform_index],
+ shader_uniforms[uniform_index]);
+ } else {
+ locations[uniform_index] =
+ context->getUniformLocation(program, shader_uniforms[uniform_index]);
}
+ }
}
}
VertexShaderPosTex::VertexShaderPosTex()
- : m_matrixLocation(-1)
-{
+ : matrix_location_(-1) { }
+
+void VertexShaderPosTex::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "matrix",
+ };
+ int locations[1];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ matrix_location_ = locations[0];
+ DCHECK(matrix_location_ != -1);
}
-void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "matrix",
- };
- int locations[1];
-
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- DCHECK(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;
- }
- );
+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_texScaleLocation(-1)
-{
-}
-
-void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "matrix",
- "texScale",
- };
- int locations[2];
-
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- m_texScaleLocation = locations[1];
- DCHECK(m_matrixLocation != -1 && m_texScaleLocation != -1);
+ : matrix_location_(-1),
+ tex_scale_location_(-1) { }
+
+void VertexShaderPosTexYUVStretch::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "matrix",
+ "texScale",
+ };
+ int locations[2];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ matrix_location_ = locations[0];
+ tex_scale_location_ = locations[1];
+ DCHECK(matrix_location_ != -1 && tex_scale_location_ != -1);
}
-std::string VertexShaderPosTexYUVStretch::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
- uniform mat4 matrix;
- varying vec2 v_texCoord;
- uniform vec2 texScale;
- void main()
- {
- gl_Position = matrix * a_position;
- v_texCoord = a_texCoord * texScale;
- }
- );
+std::string VertexShaderPosTexYUVStretch::GetShaderString() const {
+ return SHADER(
+ precision mediump float;
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ uniform mat4 matrix;
+ varying vec2 v_texCoord;
+ uniform vec2 texScale;
+ void main() {
+ gl_Position = matrix * a_position;
+ v_texCoord = a_texCoord * texScale;
+ }
+ );
}
VertexShaderPos::VertexShaderPos()
- : m_matrixLocation(-1)
-{
+ : matrix_location_(-1) { }
+
+void VertexShaderPos::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "matrix",
+ };
+ int locations[1];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ matrix_location_ = locations[0];
+ DCHECK(matrix_location_ != -1);
}
-void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "matrix",
- };
- int locations[1];
-
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
+std::string VertexShaderPos::GetShaderString() const {
+ return SHADER(
+ attribute vec4 a_position;
+ uniform mat4 matrix;
+ void main() {
+ gl_Position = matrix * a_position;
+ }
+ );
+}
- m_matrixLocation = locations[0];
- DCHECK(m_matrixLocation != -1);
+VertexShaderPosTexTransform::VertexShaderPosTexTransform()
+ : matrix_location_(-1),
+ tex_transform_location_(-1),
+ vertex_opacity_location_(-1) { }
+
+void VertexShaderPosTexTransform::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "matrix",
+ "texTransform",
+ "opacity",
+ };
+ int locations[3];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ matrix_location_ = locations[0];
+ tex_transform_location_ = locations[1];
+ vertex_opacity_location_ = locations[2];
+ DCHECK(matrix_location_ != -1 && tex_transform_location_ != -1 &&
+ vertex_opacity_location_ != -1);
}
-std::string VertexShaderPos::getShaderString() const
-{
- return SHADER(
- attribute vec4 a_position;
- uniform mat4 matrix;
- void main()
- {
- gl_Position = matrix * a_position;
- }
- );
+std::string VertexShaderPosTexTransform::GetShaderString() const {
+ return SHADER(
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ attribute float a_index;
+ uniform mat4 matrix[8];
+ uniform vec4 texTransform[8];
+ uniform float opacity[32];
+ varying vec2 v_texCoord;
+ varying float v_alpha;
+ void main() {
+ gl_Position = matrix[int(a_index * 0.25)] * a_position;
+ vec4 texTrans = texTransform[int(a_index * 0.25)];
+ v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
+ v_alpha = opacity[int(a_index)];
+ }
+ );
}
-VertexShaderPosTexTransform::VertexShaderPosTexTransform()
- : m_matrixLocation(-1)
- , m_texTransformLocation(-1)
- , m_vertexOpacityLocation(-1)
-{
-}
-
-void VertexShaderPosTexTransform::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "matrix",
- "texTransform",
- "opacity",
- };
- int locations[3];
-
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- m_texTransformLocation = locations[1];
- m_vertexOpacityLocation = locations[2];
- DCHECK(m_matrixLocation != -1 && m_texTransformLocation != -1 && m_vertexOpacityLocation != -1);
-}
-
-std::string VertexShaderPosTexTransform::getShaderString() const
-{
- return SHADER(
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
- attribute float a_index;
- uniform mat4 matrix[8];
- uniform vec4 texTransform[8];
- uniform float opacity[32];
- varying vec2 v_texCoord;
- varying float v_alpha;
- void main()
- {
- gl_Position = matrix[int(a_index * 0.25)] * a_position;
- vec4 texTrans = texTransform[int(a_index * 0.25)];
- v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
- v_alpha = opacity[int(a_index)];
- }
- );
-}
-
-std::string VertexShaderPosTexTransformFlip::getShaderString() const
-{
- return SHADER(
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
- attribute float a_index;
- uniform mat4 matrix[8];
- uniform vec4 texTransform[8];
- uniform float opacity[32];
- varying vec2 v_texCoord;
- varying float v_alpha;
- void main()
- {
- gl_Position = matrix[int(a_index * 0.25)] * a_position;
- vec4 texTrans = texTransform[int(a_index * 0.25)];
- v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
- v_texCoord.y = 1.0 - v_texCoord.y;
- v_alpha = opacity[int(a_index)];
- }
- );
+std::string VertexShaderPosTexTransformFlip::GetShaderString() const {
+ return SHADER(
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ attribute float a_index;
+ uniform mat4 matrix[8];
+ uniform vec4 texTransform[8];
+ uniform float opacity[32];
+ varying vec2 v_texCoord;
+ varying float v_alpha;
+ void main() {
+ gl_Position = matrix[int(a_index * 0.25)] * a_position;
+ vec4 texTrans = texTransform[int(a_index * 0.25)];
+ v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
+ v_texCoord.y = 1.0 - v_texCoord.y;
+ v_alpha = opacity[int(a_index)];
+ }
+ );
}
-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;
- }
- );
+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;
+ }
+ );
}
VertexShaderQuad::VertexShaderQuad()
- : m_matrixLocation(-1)
- , m_pointLocation(-1)
- , m_texScaleLocation(-1)
-{
-}
-
-void VertexShaderQuad::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- // TODO(reveman): Some uniform names are causing drawing artifact.
- // crbug.com/223014
- static const char* shaderUniforms[] = {
- "matrix",
- "point_bug223014",
- "texScale",
- };
- int locations[3];
-
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- m_pointLocation = locations[1];
- m_texScaleLocation = locations[2];
- DCHECK_NE(m_matrixLocation, -1);
- DCHECK_NE(m_pointLocation, -1);
- DCHECK_NE(m_texScaleLocation, -1);
-}
-
-std::string VertexShaderQuad::getShaderString() const
-{
- return SHADER(
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
- uniform mat4 matrix;
- uniform vec2 point_bug223014[4];
- uniform vec2 texScale;
- 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_bug223014[0];
- pos.xy += (a_texCoord.x * complement.y) * point_bug223014[1];
- pos.xy += (a_texCoord.x * a_texCoord.y) * point_bug223014[2];
- pos.xy += (complement.x * a_texCoord.y) * point_bug223014[3];
- gl_Position = matrix * pos;
- v_texCoord = (pos.xy + vec2(0.5)) * texScale;
- }
- );
+ : matrix_location_(-1),
+ point_location_(-1),
+ tex_scale_location_(-1) { }
+
+void VertexShaderQuad::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ // TODO(reveman): Some uniform names are causing drawing artifact.
+ // crbug.com/223014
+ static const char* shader_uniforms[] = {
+ "matrix",
+ "point_bug223014",
+ "texScale",
+ };
+ int locations[3];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ matrix_location_ = locations[0];
+ point_location_ = locations[1];
+ tex_scale_location_ = locations[2];
+ DCHECK_NE(matrix_location_, -1);
+ DCHECK_NE(point_location_, -1);
+ DCHECK_NE(tex_scale_location_, -1);
}
-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_bug223014",
- "vertexTexTransform",
- };
- int locations[3];
-
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- m_pointLocation = locations[1];
- m_vertexTexTransformLocation = locations[2];
- DCHECK(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_bug223014[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_bug223014[0];
- pos.xy += (a_texCoord.x * complement.y) * point_bug223014[1];
- pos.xy += (a_texCoord.x * a_texCoord.y) * point_bug223014[2];
- pos.xy += (complement.x * a_texCoord.y) * point_bug223014[3];
- gl_Position = matrix * pos;
- v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy;
- }
- );
+std::string VertexShaderQuad::GetShaderString() const {
+ return SHADER(
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ uniform mat4 matrix;
+ uniform vec2 point_bug223014[4];
+ uniform vec2 texScale;
+ 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_bug223014[0];
+ pos.xy += (a_texCoord.x * complement.y) * point_bug223014[1];
+ pos.xy += (a_texCoord.x * a_texCoord.y) * point_bug223014[2];
+ pos.xy += (complement.x * a_texCoord.y) * point_bug223014[3];
+ gl_Position = matrix * pos;
+ v_texCoord = (pos.xy + vec2(0.5)) * texScale;
+ }
+ );
}
-VertexShaderVideoTransform::VertexShaderVideoTransform()
- : m_matrixLocation(-1)
- , m_texMatrixLocation(-1)
-{
+VertexShaderTile::VertexShaderTile()
+ : matrix_location_(-1),
+ point_location_(-1),
+ vertex_tex_transform_location_(-1) { }
+
+void VertexShaderTile::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "matrix",
+ "point_bug223014",
+ "vertexTexTransform",
+ };
+ int locations[3];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ matrix_location_ = locations[0];
+ point_location_ = locations[1];
+ vertex_tex_transform_location_ = locations[2];
+ DCHECK(matrix_location_ != -1 && point_location_ != -1 &&
+ vertex_tex_transform_location_ != -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, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_matrixLocation = locations[0];
- m_texMatrixLocation = locations[1];
- return m_matrixLocation != -1 && m_texMatrixLocation != -1;
+std::string VertexShaderTile::GetShaderString() const {
+ return SHADER(
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ uniform mat4 matrix;
+ uniform vec2 point_bug223014[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_bug223014[0];
+ pos.xy += (a_texCoord.x * complement.y) * point_bug223014[1];
+ pos.xy += (a_texCoord.x * a_texCoord.y) * point_bug223014[2];
+ pos.xy += (complement.x * a_texCoord.y) * point_bug223014[3];
+ gl_Position = matrix * pos;
+ v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy;
+ }
+ );
}
-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));
- }
- );
+VertexShaderVideoTransform::VertexShaderVideoTransform()
+ : matrix_location_(-1),
+ tex_matrix_location_(-1) { }
+
+bool VertexShaderVideoTransform::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "matrix",
+ "texMatrix",
+ };
+ int locations[2];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ matrix_location_ = locations[0];
+ tex_matrix_location_ = locations[1];
+ return matrix_location_ != -1 && tex_matrix_location_ != -1;
}
-FragmentTexAlphaBinding::FragmentTexAlphaBinding()
- : m_samplerLocation(-1)
- , m_alphaLocation(-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));
+ }
+ );
}
-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, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- m_alphaLocation = locations[1];
- DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1);
+FragmentTexAlphaBinding::FragmentTexAlphaBinding()
+ : sampler_location_(-1),
+ alpha_location_(-1) { }
+
+void FragmentTexAlphaBinding::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "s_texture",
+ "alpha",
+ };
+ int locations[2];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ sampler_location_ = locations[0];
+ alpha_location_ = locations[1];
+ DCHECK(sampler_location_ != -1 && alpha_location_ != -1);
}
FragmentTexOpaqueBinding::FragmentTexOpaqueBinding()
- : m_samplerLocation(-1)
-{
+ : sampler_location_(-1) { }
+
+void FragmentTexOpaqueBinding::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "s_texture",
+ };
+ int locations[1];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ sampler_location_ = locations[0];
+ DCHECK(sampler_location_ != -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, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- DCHECK(m_samplerLocation != -1);
+bool FragmentShaderOESImageExternal::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "s_texture",
+ };
+ int locations[1];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ sampler_location_ = locations[0];
+ return sampler_location_ != -1;
}
-bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "s_texture",
- };
- int locations[1];
-
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(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"
+ SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform samplerExternalOES s_texture;
+ void main() {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w);
+ }
+ );
}
-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 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 FragmentShaderRGBATexVaryingAlpha::GetShaderString() const {
+ return SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ varying float v_alpha;
+ uniform sampler2D s_texture;
+ void main() {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ gl_FragColor = texColor * v_alpha;
+ }
+ );
}
-std::string FragmentShaderRGBATexVaryingAlpha::getShaderString() const
-{
- return SHADER(
+std::string FragmentShaderRGBATexRectVaryingAlpha::GetShaderString() const {
+ return "#extension GL_ARB_texture_rectangle : require\n"
+ SHADER(
precision mediump float;
varying vec2 v_texCoord;
varying float v_alpha;
- uniform sampler2D s_texture;
- void main()
- {
- vec4 texColor = texture2D(s_texture, v_texCoord);
- gl_FragColor = texColor * v_alpha;
+ uniform sampler2DRect s_texture;
+ void main() {
+ vec4 texColor = texture2DRect(s_texture, v_texCoord);
+ gl_FragColor = texColor * v_alpha;
}
- );
-}
-
-std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString() const
-{
- return "#extension GL_ARB_texture_rectangle : require\n"
- "precision mediump float;\n"
- "varying vec2 v_texCoord;\n"
- "varying float v_alpha;\n"
- "uniform sampler2DRect s_texture;\n"
- "void main()\n"
- "{\n"
- " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n"
- " gl_FragColor = texColor * v_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 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 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 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 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);
- }
- );
+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;
+ }
+ );
}
-FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
- : m_samplerLocation(-1)
- , m_alphaLocation(-1)
- , m_edgeLocation(-1)
-{
+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);
+ }
+ );
}
-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, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- m_alphaLocation = locations[1];
- m_edgeLocation = locations[2];
- DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
+FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
+ : sampler_location_(-1),
+ alpha_location_(-1),
+ edge_location_(-1) { }
+
+void FragmentShaderRGBATexAlphaAA::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "s_texture",
+ "alpha",
+ "edge",
+ };
+ int locations[3];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ sampler_location_ = locations[0];
+ alpha_location_ = locations[1];
+ edge_location_ = locations[2];
+ DCHECK(sampler_location_ != -1 && alpha_location_ != -1 &&
+ edge_location_ != -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));
- }
- );
+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, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- m_alphaLocation = locations[1];
- m_fragmentTexTransformLocation = locations[2];
- m_edgeLocation = locations[3];
- DCHECK(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));
- }
- );
+ : sampler_location_(-1),
+ alpha_location_(-1),
+ fragment_tex_transform_location_(-1),
+ edge_location_(-1) { }
+
+void FragmentTexClampAlphaAABinding::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "s_texture",
+ "alpha",
+ "fragmentTexTransform",
+ "edge",
+ };
+ int locations[4];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ sampler_location_ = locations[0];
+ alpha_location_ = locations[1];
+ fragment_tex_transform_location_ = locations[2];
+ edge_location_ = locations[3];
+ DCHECK(sampler_location_ != -1 && alpha_location_ != -1 &&
+ fragment_tex_transform_location_ != -1 && edge_location_ != -1);
}
-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));
- }
- );
+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, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- m_maskSamplerLocation = locations[1];
- m_alphaLocation = locations[2];
- m_maskTexCoordScaleLocation = locations[3];
- m_maskTexCoordOffsetLocation = locations[4];
- DCHECK(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;
- }
- );
+ : sampler_location_(-1),
+ mask_sampler_location_(-1),
+ alpha_location_(-1),
+ mask_tex_coord_scale_location_(-1) { }
+
+void FragmentShaderRGBATexAlphaMask::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "s_texture",
+ "s_mask",
+ "alpha",
+ "maskTexCoordScale",
+ "maskTexCoordOffset",
+ };
+ int locations[5];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ sampler_location_ = locations[0];
+ mask_sampler_location_ = locations[1];
+ alpha_location_ = locations[2];
+ mask_tex_coord_scale_location_ = locations[3];
+ mask_tex_coord_offset_location_ = locations[4];
+ DCHECK(sampler_location_ != -1 && mask_sampler_location_ != -1 &&
+ alpha_location_ != -1);
}
-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, arraysize(shaderUniforms), arraysize(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];
- DCHECK(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));
- }
- );
+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;
+ }
+ );
}
-FragmentShaderYUVVideo::FragmentShaderYUVVideo()
- : m_yTextureLocation(-1)
- , m_uTextureLocation(-1)
- , m_vTextureLocation(-1)
- , m_alphaLocation(-1)
- , m_yuvMatrixLocation(-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",
- "yuv_matrix",
- "yuv_adj",
- };
- int locations[6];
-
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_yTextureLocation = locations[0];
- m_uTextureLocation = locations[1];
- m_vTextureLocation = locations[2];
- m_alphaLocation = locations[3];
- m_yuvMatrixLocation = locations[4];
- m_yuvAdjLocation = locations[5];
-
- DCHECK(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLocation != -1
- && m_alphaLocation != -1 && m_yuvMatrixLocation != -1 && m_yuvAdjLocation != -1);
-}
-
-std::string FragmentShaderYUVVideo::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- precision mediump int;
- varying vec2 v_texCoord;
- uniform sampler2D y_texture;
- uniform sampler2D u_texture;
- uniform sampler2D v_texture;
- uniform float alpha;
- uniform vec3 yuv_adj;
- uniform mat3 yuv_matrix;
- void main()
- {
- float y_raw = texture2D(y_texture, v_texCoord).x;
- float u_unsigned = texture2D(u_texture, v_texCoord).x;
- float v_unsigned = texture2D(v_texture, v_texCoord).x;
- vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
- vec3 rgb = yuv_matrix * yuv;
- gl_FragColor = vec4(rgb, float(1)) * alpha;
- }
- );
+FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
+ : sampler_location_(-1),
+ mask_sampler_location_(-1),
+ alpha_location_(-1),
+ edge_location_(-1),
+ mask_tex_coord_scale_location_(-1) { }
+
+void FragmentShaderRGBATexAlphaMaskAA::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "s_texture",
+ "s_mask",
+ "alpha",
+ "edge",
+ "maskTexCoordScale",
+ "maskTexCoordOffset",
+ };
+ int locations[6];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ sampler_location_ = locations[0];
+ mask_sampler_location_ = locations[1];
+ alpha_location_ = locations[2];
+ edge_location_ = locations[3];
+ mask_tex_coord_scale_location_ = locations[4];
+ mask_tex_coord_offset_location_ = locations[5];
+ DCHECK(sampler_location_ != -1 && mask_sampler_location_ != -1 &&
+ alpha_location_ != -1 && edge_location_ != -1);
}
-FragmentShaderColor::FragmentShaderColor()
- : m_colorLocation(-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));
+ }
+ );
}
-void FragmentShaderColor::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "color",
- };
- int locations[1];
+FragmentShaderYUVVideo::FragmentShaderYUVVideo()
+ : y_texture_location_(-1),
+ u_texture_location_(-1),
+ v_texture_location_(-1),
+ alpha_location_(-1),
+ yuv_matrix_location_(-1),
+ yuv_adj_location_(-1) { }
+
+void FragmentShaderYUVVideo::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "y_texture",
+ "u_texture",
+ "v_texture",
+ "alpha",
+ "yuv_matrix",
+ "yuv_adj",
+ };
+ int locations[6];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ y_texture_location_ = locations[0];
+ u_texture_location_ = locations[1];
+ v_texture_location_ = locations[2];
+ alpha_location_ = locations[3];
+ yuv_matrix_location_ = locations[4];
+ yuv_adj_location_ = locations[5];
+
+ DCHECK(y_texture_location_ != -1 && u_texture_location_ != -1 &&
+ v_texture_location_ != -1 && alpha_location_ != -1 &&
+ yuv_matrix_location_ != -1 && yuv_adj_location_ != -1);
+}
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
+std::string FragmentShaderYUVVideo::GetShaderString() const {
+ return SHADER(
+ precision mediump float;
+ precision mediump int;
+ varying vec2 v_texCoord;
+ uniform sampler2D y_texture;
+ uniform sampler2D u_texture;
+ uniform sampler2D v_texture;
+ uniform float alpha;
+ uniform vec3 yuv_adj;
+ uniform mat3 yuv_matrix;
+ void main() {
+ float y_raw = texture2D(y_texture, v_texCoord).x;
+ float u_unsigned = texture2D(u_texture, v_texCoord).x;
+ float v_unsigned = texture2D(v_texture, v_texCoord).x;
+ vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
+ vec3 rgb = yuv_matrix * yuv;
+ gl_FragColor = vec4(rgb, float(1)) * alpha;
+ }
+ );
+}
- m_colorLocation = locations[0];
- DCHECK(m_colorLocation != -1);
+FragmentShaderColor::FragmentShaderColor()
+ : color_location_(-1) { }
+
+void FragmentShaderColor::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "color",
+ };
+ int locations[1];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ color_location_ = locations[0];
+ DCHECK(color_location_ != -1);
}
-std::string FragmentShaderColor::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- uniform vec4 color;
- void main()
- {
- gl_FragColor = color;
- }
- );
+std::string FragmentShaderColor::GetShaderString() const {
+ return SHADER(
+ precision mediump float;
+ uniform vec4 color;
+ void main() {
+ gl_FragColor = color;
+ }
+ );
}
FragmentShaderColorAA::FragmentShaderColorAA()
- : m_edgeLocation(-1)
- , m_colorLocation(-1)
-{
+ : edge_location_(-1),
+ color_location_(-1) { }
+
+void FragmentShaderColorAA::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "edge",
+ "color",
+ };
+ int locations[2];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ edge_location_ = locations[0];
+ color_location_ = locations[1];
+ DCHECK(edge_location_ != -1 && color_location_ != -1);
}
-void FragmentShaderColorAA::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "edge",
- "color",
- };
- int locations[2];
-
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_edgeLocation = locations[0];
- m_colorLocation = locations[1];
- DCHECK(m_edgeLocation != -1 && m_colorLocation != -1);
+std::string FragmentShaderColorAA::GetShaderString() const {
+ return SHADER(
+ precision mediump float;
+ uniform vec4 color;
+ uniform vec3 edge[8];
+ void main() {
+ 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 = color * min(min(a0, a2) * min(a1, a3),
+ min(a4, a6) * min(a5, a7));
+ }
+ );
}
-std::string FragmentShaderColorAA::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- uniform vec4 color;
- uniform vec3 edge[8];
- void main()
- {
- 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 = color * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
- }
- );
+FragmentShaderCheckerboard::FragmentShaderCheckerboard()
+ : alpha_location_(-1),
+ tex_transform_location_(-1),
+ frequency_location_(-1) { }
+
+void FragmentShaderCheckerboard::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* shader_uniforms[] = {
+ "alpha",
+ "texTransform",
+ "frequency",
+ "color",
+ };
+ int locations[4];
+
+ GetProgramUniformLocations(context,
+ program,
+ shader_uniforms,
+ arraysize(shader_uniforms),
+ arraysize(locations),
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+
+ alpha_location_ = locations[0];
+ tex_transform_location_ = locations[1];
+ frequency_location_ = locations[2];
+ color_location_ = locations[3];
+ DCHECK(alpha_location_ != -1 && tex_transform_location_ != -1 &&
+ frequency_location_ != -1 && color_location_ != -1);
}
-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, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_alphaLocation = locations[0];
- m_texTransformLocation = locations[1];
- m_frequencyLocation = locations[2];
- m_colorLocation = locations[3];
- DCHECK(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;
- }
- );
+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
« no previous file with comments | « cc/output/shader.h ('k') | no next file » | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698