Chromium Code Reviews| Index: cc/output/gl_renderer.cc |
| diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
| index bfd387c175d8c036e79cad910f4455f7815004fc..5e45de5dd899004e2fa0cab53a7d2f7bb7394fc2 100644 |
| --- a/cc/output/gl_renderer.cc |
| +++ b/cc/output/gl_renderer.cc |
| @@ -332,7 +332,7 @@ void GLRenderer::DrawCheckerboardQuad(const DrawingFrame& frame, |
| SkColor color = quad->color; |
| GLC(Context(), |
| - Context()->uniform4f(program->fragment_shader().colorLocation(), |
| + Context()->uniform4f(program->fragment_shader().color_location(), |
| SkColorGetR(color) * (1.0f / 255.0f), |
| SkColorGetG(color) * (1.0f / 255.0f), |
| SkColorGetB(color) * (1.0f / 255.0f), |
| @@ -347,21 +347,21 @@ void GLRenderer::DrawCheckerboardQuad(const DrawingFrame& frame, |
| float tex_scale_x = tile_rect.width(); |
| float tex_scale_y = tile_rect.height(); |
| GLC(Context(), |
| - Context()->uniform4f(program->fragment_shader().texTransformLocation(), |
| + Context()->uniform4f(program->fragment_shader().tex_transform_location(), |
| tex_offset_x, |
| tex_offset_y, |
| tex_scale_x, |
| tex_scale_y)); |
| GLC(Context(), |
| - Context()->uniform1f(program->fragment_shader().frequencyLocation(), |
| + Context()->uniform1f(program->fragment_shader().frequency_location(), |
| frequency)); |
| - SetShaderOpacity(quad->opacity(), program->fragment_shader().alphaLocation()); |
| + SetShaderOpacity(quad->opacity(), program->fragment_shader().alpha_location()); |
|
enne (OOO)
2013/03/20 21:06:49
80 columns.
|
| DrawQuadGeometry(frame, |
| quad->quadTransform(), |
| quad->rect, |
| - program->vertex_shader().matrixLocation()); |
| + program->vertex_shader().matrix_location()); |
| } |
| void GLRenderer::DrawDebugBorderQuad(const DrawingFrame& frame, |
| @@ -384,13 +384,13 @@ void GLRenderer::DrawDebugBorderQuad(const DrawingFrame& frame, |
| frame.projection_matrix * render_matrix); |
| GLC(Context(), |
| Context()->uniformMatrix4fv( |
| - program->vertex_shader().matrixLocation(), 1, false, &gl_matrix[0])); |
| + program->vertex_shader().matrix_location(), 1, false, &gl_matrix[0])); |
| SkColor color = quad->color; |
| float alpha = SkColorGetA(color) * (1.0f / 255.0f); |
| GLC(Context(), |
| - Context()->uniform4f(program->fragment_shader().colorLocation(), |
| + Context()->uniform4f(program->fragment_shader().color_location(), |
| (SkColorGetR(color) * (1.0f / 255.0f)) * alpha, |
| (SkColorGetG(color) * (1.0f / 255.0f)) * alpha, |
| (SkColorGetB(color) * (1.0f / 255.0f)) * alpha, |
| @@ -728,56 +728,56 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame& frame, |
| const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA(); |
| SetUseProgram(program->program()); |
| GLC(Context(), |
| - Context()->uniform1i(program->fragment_shader().samplerLocation(), 0)); |
| + Context()->uniform1i(program->fragment_shader().sampler_location(), 0)); |
| - shader_quad_location = program->vertex_shader().pointLocation(); |
| - shader_edge_location = program->fragment_shader().edgeLocation(); |
| + shader_quad_location = program->vertex_shader().point_location(); |
| + shader_edge_location = program->fragment_shader().edge_location(); |
| shader_mask_sampler_location = |
| - program->fragment_shader().maskSamplerLocation(); |
| + program->fragment_shader().mask_sampler_location(); |
| shader_mask_tex_coord_scale_location = |
| - program->fragment_shader().maskTexCoordScaleLocation(); |
| + program->fragment_shader().mask_tex_coord_scale_location(); |
| shader_mask_tex_coord_offset_location = |
| - program->fragment_shader().maskTexCoordOffsetLocation(); |
| - shader_matrix_location = program->vertex_shader().matrixLocation(); |
| - shader_alpha_location = program->fragment_shader().alphaLocation(); |
| - shader_tex_scale_location = program->vertex_shader().texScaleLocation(); |
| + program->fragment_shader().mask_tex_coord_offset_location(); |
| + shader_matrix_location = program->vertex_shader().matrix_location(); |
| + shader_alpha_location = program->fragment_shader().alpha_location(); |
| + shader_tex_scale_location = program->vertex_shader().tex_scale_location(); |
| } else if (!use_aa && mask_texture_id) { |
| const RenderPassMaskProgram* program = GetRenderPassMaskProgram(); |
| SetUseProgram(program->program()); |
| GLC(Context(), |
| - Context()->uniform1i(program->fragment_shader().samplerLocation(), 0)); |
| + Context()->uniform1i(program->fragment_shader().sampler_location(), 0)); |
| shader_mask_sampler_location = |
| - program->fragment_shader().maskSamplerLocation(); |
| + program->fragment_shader().mask_sampler_location(); |
| shader_mask_tex_coord_scale_location = |
| - program->fragment_shader().maskTexCoordScaleLocation(); |
| + program->fragment_shader().mask_tex_coord_scale_location(); |
| shader_mask_tex_coord_offset_location = |
| - program->fragment_shader().maskTexCoordOffsetLocation(); |
| - shader_matrix_location = program->vertex_shader().matrixLocation(); |
| - shader_alpha_location = program->fragment_shader().alphaLocation(); |
| + program->fragment_shader().mask_tex_coord_offset_location(); |
| + shader_matrix_location = program->vertex_shader().matrix_location(); |
| + shader_alpha_location = program->fragment_shader().alpha_location(); |
| shader_tex_transform_location = |
| - program->vertex_shader().texTransformLocation(); |
| + program->vertex_shader().tex_transform_location(); |
| } else if (use_aa && !mask_texture_id) { |
| const RenderPassProgramAA* program = GetRenderPassProgramAA(); |
| SetUseProgram(program->program()); |
| GLC(Context(), |
| - Context()->uniform1i(program->fragment_shader().samplerLocation(), 0)); |
| + Context()->uniform1i(program->fragment_shader().sampler_location(), 0)); |
| - shader_quad_location = program->vertex_shader().pointLocation(); |
| - shader_edge_location = program->fragment_shader().edgeLocation(); |
| - shader_matrix_location = program->vertex_shader().matrixLocation(); |
| - shader_alpha_location = program->fragment_shader().alphaLocation(); |
| - shader_tex_scale_location = program->vertex_shader().texScaleLocation(); |
| + shader_quad_location = program->vertex_shader().point_location(); |
| + shader_edge_location = program->fragment_shader().edge_location(); |
| + shader_matrix_location = program->vertex_shader().matrix_location(); |
| + shader_alpha_location = program->fragment_shader().alpha_location(); |
| + shader_tex_scale_location = program->vertex_shader().tex_scale_location(); |
| } else { |
| const RenderPassProgram* program = GetRenderPassProgram(); |
| SetUseProgram(program->program()); |
| GLC(Context(), |
| - Context()->uniform1i(program->fragment_shader().samplerLocation(), 0)); |
| + Context()->uniform1i(program->fragment_shader().sampler_location(), 0)); |
| - shader_matrix_location = program->vertex_shader().matrixLocation(); |
| - shader_alpha_location = program->fragment_shader().alphaLocation(); |
| + shader_matrix_location = program->vertex_shader().matrix_location(); |
| + shader_alpha_location = program->fragment_shader().alpha_location(); |
| shader_tex_transform_location = |
| - program->vertex_shader().texTransformLocation(); |
| + program->vertex_shader().tex_transform_location(); |
| } |
| float tex_scale_x = |
| @@ -858,11 +858,11 @@ template<class T> |
| static void SolidColorUniformLocation(T program, |
| SolidColorProgramUniforms* uniforms) { |
| uniforms->program = program->program(); |
| - uniforms->matrix_location = program->vertex_shader().matrixLocation(); |
| - uniforms->color_location = program->fragment_shader().colorLocation(); |
| - uniforms->point_location = program->vertex_shader().pointLocation(); |
| - uniforms->tex_scale_location = program->vertex_shader().texScaleLocation(); |
| - uniforms->edge_location = program->fragment_shader().edgeLocation(); |
| + uniforms->matrix_location = program->vertex_shader().matrix_location(); |
| + uniforms->color_location = program->fragment_shader().color_location(); |
| + uniforms->point_location = program->vertex_shader().point_location(); |
| + uniforms->tex_scale_location = program->vertex_shader().tex_scale_location(); |
| + uniforms->edge_location = program->fragment_shader().edge_location(); |
| } |
| bool GLRenderer::SetupQuadForAntialiasing( |
| @@ -1022,15 +1022,15 @@ template <class T> |
| static void TileUniformLocation(T program, TileProgramUniforms* uniforms) { |
| uniforms->program = program->program(); |
| uniforms->vertex_tex_transform_location = |
| - program->vertex_shader().vertexTexTransformLocation(); |
| - uniforms->matrix_location = program->vertex_shader().matrixLocation(); |
| - uniforms->point_location = program->vertex_shader().pointLocation(); |
| + program->vertex_shader().vertex_tex_transform_location(); |
| + uniforms->matrix_location = program->vertex_shader().matrix_location(); |
| + uniforms->point_location = program->vertex_shader().point_location(); |
| - uniforms->sampler_location = program->fragment_shader().samplerLocation(); |
| - uniforms->alpha_location = program->fragment_shader().alphaLocation(); |
| + uniforms->sampler_location = program->fragment_shader().sampler_location(); |
| + uniforms->alpha_location = program->fragment_shader().alpha_location(); |
| uniforms->fragment_tex_transform_location = |
| - program->fragment_shader().fragmentTexTransformLocation(); |
| - uniforms->edge_location = program->fragment_shader().edgeLocation(); |
| + program->fragment_shader().fragment_tex_transform_location(); |
| + uniforms->edge_location = program->fragment_shader().edge_location(); |
| } |
| void GLRenderer::DrawTileQuad(const DrawingFrame& frame, |
| @@ -1205,15 +1205,15 @@ void GLRenderer::DrawYUVVideoQuad(const DrawingFrame& frame, |
| SetUseProgram(program->program()); |
| GLC(Context(), |
| - Context()->uniform2f(program->vertex_shader().texScaleLocation(), |
| + Context()->uniform2f(program->vertex_shader().tex_scale_location(), |
| quad->tex_scale.width(), |
| quad->tex_scale.height())); |
| GLC(Context(), |
| - Context()->uniform1i(program->fragment_shader().yTextureLocation(), 1)); |
| + Context()->uniform1i(program->fragment_shader().y_texture_location(), 1)); |
| GLC(Context(), |
| - Context()->uniform1i(program->fragment_shader().uTextureLocation(), 2)); |
| + Context()->uniform1i(program->fragment_shader().u_texture_location(), 2)); |
| GLC(Context(), |
| - Context()->uniform1i(program->fragment_shader().vTextureLocation(), 3)); |
| + Context()->uniform1i(program->fragment_shader().v_texture_location(), 3)); |
| // These values are magic numbers that are used in the transformation from YUV |
| // to RGB color values. They are taken from the following webpage: |
| @@ -1225,7 +1225,7 @@ void GLRenderer::DrawYUVVideoQuad(const DrawingFrame& frame, |
| }; |
| GLC(Context(), |
| Context()->uniformMatrix3fv( |
| - program->fragment_shader().yuvMatrixLocation(), 1, 0, yuv_to_rgb)); |
| + program->fragment_shader().yuv_matrix_location(), 1, 0, yuv_to_rgb)); |
| // These values map to 16, 128, and 128 respectively, and are computed |
| // as a fraction over 256 (e.g. 16 / 256 = 0.0625). |
| @@ -1236,13 +1236,13 @@ void GLRenderer::DrawYUVVideoQuad(const DrawingFrame& frame, |
| float yuv_adjust[3] = { -0.0625f, -0.5f, -0.5f, }; |
| GLC(Context(), |
| Context()->uniform3fv( |
| - program->fragment_shader().yuvAdjLocation(), 1, yuv_adjust)); |
| + program->fragment_shader().yuv_adj_location(), 1, yuv_adjust)); |
| - SetShaderOpacity(quad->opacity(), program->fragment_shader().alphaLocation()); |
| + SetShaderOpacity(quad->opacity(), program->fragment_shader().alpha_location()); |
|
enne (OOO)
2013/03/20 21:06:49
80 columns.
|
| DrawQuadGeometry(frame, |
| quad->quadTransform(), |
| quad->rect, |
| - program->vertex_shader().matrixLocation()); |
| + program->vertex_shader().matrix_location()); |
| // Reset active texture back to texture 0. |
| GLC(Context(), Context()->activeTexture(GL_TEXTURE0)); |
| @@ -1262,19 +1262,19 @@ void GLRenderer::DrawStreamVideoQuad(const DrawingFrame& frame, |
| ToGLMatrix(&gl_matrix[0], quad->matrix); |
| GLC(Context(), |
| Context()->uniformMatrix4fv( |
| - program->vertex_shader().texMatrixLocation(), 1, false, gl_matrix)); |
| + program->vertex_shader().tex_matrix_location(), 1, false, gl_matrix)); |
| GLC(Context(), |
| Context()->bindTexture(GL_TEXTURE_EXTERNAL_OES, quad->texture_id)); |
| GLC(Context(), |
| - Context()->uniform1i(program->fragment_shader().samplerLocation(), 0)); |
| + Context()->uniform1i(program->fragment_shader().sampler_location(), 0)); |
| - SetShaderOpacity(quad->opacity(), program->fragment_shader().alphaLocation()); |
| + SetShaderOpacity(quad->opacity(), program->fragment_shader().alpha_location()); |
|
enne (OOO)
2013/03/20 21:06:49
80 columns.
|
| DrawQuadGeometry(frame, |
| quad->quadTransform(), |
| quad->rect, |
| - program->vertex_shader().matrixLocation()); |
| + program->vertex_shader().matrix_location()); |
| } |
| struct TextureProgramBinding { |
| @@ -1282,9 +1282,9 @@ struct TextureProgramBinding { |
| void Set(Program* program, WebKit::WebGraphicsContext3D* context) { |
| DCHECK(program && (program->initialized() || context->isContextLost())); |
| program_id = program->program(); |
| - sampler_location = program->fragment_shader().samplerLocation(); |
| - matrix_location = program->vertex_shader().matrixLocation(); |
| - alpha_location = program->fragment_shader().alphaLocation(); |
| + sampler_location = program->fragment_shader().sampler_location(); |
| + matrix_location = program->vertex_shader().matrix_location(); |
| + alpha_location = program->fragment_shader().alpha_location(); |
| } |
| int program_id; |
| int sampler_location; |
| @@ -1296,8 +1296,8 @@ struct TexTransformTextureProgramBinding : TextureProgramBinding { |
| template <class Program> |
| void Set(Program* program, WebKit::WebGraphicsContext3D* context) { |
| TextureProgramBinding::Set(program, context); |
| - tex_transform_location = program->vertex_shader().texTransformLocation(); |
| - vertex_opacity_location = program->vertex_shader().vertexOpacityLocation(); |
| + tex_transform_location = program->vertex_shader().tex_transform_location(); |
| + vertex_opacity_location = program->vertex_shader().vertex_opacity_location(); |
|
enne (OOO)
2013/03/20 21:06:49
80 columns.
|
| } |
| int tex_transform_location; |
| int vertex_opacity_location; |
| @@ -1623,16 +1623,16 @@ void GLRenderer::CopyTextureToFramebuffer(const DrawingFrame& frame, |
| SetUseProgram(program->program()); |
| GLC(Context(), |
| - Context()->uniform1i(program->fragment_shader().samplerLocation(), 0)); |
| + Context()->uniform1i(program->fragment_shader().sampler_location(), 0)); |
| GLC(Context(), |
| - Context()->uniform4f(program->vertex_shader().texTransformLocation(), |
| + Context()->uniform4f(program->vertex_shader().tex_transform_location(), |
| 0.0f, |
| 0.0f, |
| 1.0f, |
| 1.0f)); |
| - SetShaderOpacity(1, program->fragment_shader().alphaLocation()); |
| + SetShaderOpacity(1, program->fragment_shader().alpha_location()); |
| DrawQuadGeometry( |
| - frame, draw_matrix, rect, program->vertex_shader().matrixLocation()); |
| + frame, draw_matrix, rect, program->vertex_shader().matrix_location()); |
| } |
| void GLRenderer::Finish() { |