Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(1177)

Unified Diff: cc/output/gl_renderer.cc

Issue 12844006: reformatting shader.cc and shader.h (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: updating constructor initializer list style 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 | « no previous file | cc/output/program_binding.h » ('j') | no next file with comments »
Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
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() {
« no previous file with comments | « no previous file | cc/output/program_binding.h » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698