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Unified Diff: cc/output/shader.cc

Issue 1531403002: Revert "Delete CC." (Closed) Base URL: https://github.com/domokit/mojo.git@master
Patch Set: Created 5 years ago
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Index: cc/output/shader.cc
diff --git a/cc/output/shader.cc b/cc/output/shader.cc
new file mode 100644
index 0000000000000000000000000000000000000000..883b68353996e3857f0d463fd9d20f07fc6665b3
--- /dev/null
+++ b/cc/output/shader.cc
@@ -0,0 +1,2291 @@
+// Copyright 2011 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "cc/output/shader.h"
+
+#include <algorithm>
+
+#include "base/basictypes.h"
+#include "base/logging.h"
+#include "cc/output/gl_renderer.h" // For the GLC() macro.
+#include "gpu/command_buffer/client/gles2_interface.h"
+
+template <size_t size>
+std::string StripLambda(const char(&shader)[size]) {
+ // Must contain at least "[]() {}" and trailing null (included in size).
+ static_assert(size >= 8,
+ "String passed to StripLambda must be at least 8 characters");
+ DCHECK_EQ(strncmp("[]() {", shader, 6), 0);
+ DCHECK_EQ(shader[size - 2], '}');
+ return std::string(shader + 6, shader + size - 2);
+}
+
+// Shaders are passed in with lambda syntax, which tricks clang-format into
+// handling them correctly. StipLambda removes this.
+#define SHADER0(Src) StripLambda(#Src)
+#define VERTEX_SHADER(Head, Body) SetVertexTexCoordPrecision(Head + Body)
+#define FRAGMENT_SHADER(Head, Body) \
+ SetFragmentTexCoordPrecision( \
+ precision, \
+ SetFragmentSamplerType(sampler, SetBlendModeFunctions(Head + Body)))
+
+using gpu::gles2::GLES2Interface;
+
+namespace cc {
+
+namespace {
+
+static void GetProgramUniformLocations(GLES2Interface* context,
+ unsigned program,
+ size_t count,
+ const char** uniforms,
+ int* locations,
+ int* base_uniform_index) {
+ for (size_t i = 0; i < count; i++) {
+ locations[i] = (*base_uniform_index)++;
+ context->BindUniformLocationCHROMIUM(program, locations[i], uniforms[i]);
+ }
+}
+
+static std::string SetFragmentTexCoordPrecision(
+ TexCoordPrecision requested_precision,
+ std::string shader_string) {
+ switch (requested_precision) {
+ case TEX_COORD_PRECISION_HIGH:
+ DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos);
+ return "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ " #define TexCoordPrecision highp\n"
+ "#else\n"
+ " #define TexCoordPrecision mediump\n"
+ "#endif\n" +
+ shader_string;
+ case TEX_COORD_PRECISION_MEDIUM:
+ DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos);
+ return "#define TexCoordPrecision mediump\n" + shader_string;
+ case TEX_COORD_PRECISION_NA:
+ DCHECK_EQ(shader_string.find("TexCoordPrecision"), std::string::npos);
+ DCHECK_EQ(shader_string.find("texture2D"), std::string::npos);
+ DCHECK_EQ(shader_string.find("texture2DRect"), std::string::npos);
+ return shader_string;
+ default:
+ NOTREACHED();
+ break;
+ }
+ return shader_string;
+}
+
+static std::string SetVertexTexCoordPrecision(
+ const std::string& shader_string) {
+ // We unconditionally use highp in the vertex shader since
+ // we are unlikely to be vertex shader bound when drawing large quads.
+ // Also, some vertex shaders mutate the texture coordinate in such a
+ // way that the effective precision might be lower than expected.
+ return "#define TexCoordPrecision highp\n" + shader_string;
+}
+
+TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
+ int* highp_threshold_cache,
+ int highp_threshold_min,
+ int x,
+ int y) {
+ if (*highp_threshold_cache == 0) {
+ // Initialize range and precision with minimum spec values for when
+ // GetShaderPrecisionFormat is a test stub.
+ // TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat
+ // everywhere.
+ GLint range[2] = {14, 14};
+ GLint precision = 10;
+ GLC(context,
+ context->GetShaderPrecisionFormat(
+ GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT, range, &precision));
+ *highp_threshold_cache = 1 << precision;
+ }
+
+ int highp_threshold = std::max(*highp_threshold_cache, highp_threshold_min);
+ if (x > highp_threshold || y > highp_threshold)
+ return TEX_COORD_PRECISION_HIGH;
+ return TEX_COORD_PRECISION_MEDIUM;
+}
+
+static std::string SetFragmentSamplerType(SamplerType requested_type,
+ std::string shader_string) {
+ switch (requested_type) {
+ case SAMPLER_TYPE_2D:
+ DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
+ DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
+ return "#define SamplerType sampler2D\n"
+ "#define TextureLookup texture2D\n" +
+ shader_string;
+ case SAMPLER_TYPE_2D_RECT:
+ DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
+ DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
+ return "#extension GL_ARB_texture_rectangle : require\n"
+ "#define SamplerType sampler2DRect\n"
+ "#define TextureLookup texture2DRect\n" +
+ shader_string;
+ case SAMPLER_TYPE_EXTERNAL_OES:
+ DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
+ DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
+ return "#extension GL_OES_EGL_image_external : require\n"
+ "#define SamplerType samplerExternalOES\n"
+ "#define TextureLookup texture2D\n" +
+ shader_string;
+ case SAMPLER_TYPE_NA:
+ DCHECK_EQ(shader_string.find("SamplerType"), std::string::npos);
+ DCHECK_EQ(shader_string.find("TextureLookup"), std::string::npos);
+ return shader_string;
+ default:
+ NOTREACHED();
+ break;
+ }
+ return shader_string;
+}
+
+} // namespace
+
+ShaderLocations::ShaderLocations() {
+}
+
+TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
+ int* highp_threshold_cache,
+ int highp_threshold_min,
+ const gfx::Point& max_coordinate) {
+ return TexCoordPrecisionRequired(context,
+ highp_threshold_cache,
+ highp_threshold_min,
+ max_coordinate.x(),
+ max_coordinate.y());
+}
+
+TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
+ int* highp_threshold_cache,
+ int highp_threshold_min,
+ const gfx::Size& max_size) {
+ return TexCoordPrecisionRequired(context,
+ highp_threshold_cache,
+ highp_threshold_min,
+ max_size.width(),
+ max_size.height());
+}
+
+VertexShaderPosTex::VertexShaderPosTex() : matrix_location_(-1) {
+}
+
+void VertexShaderPosTex::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+}
+
+std::string VertexShaderPosTex::GetShaderString() const {
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string VertexShaderPosTex::GetShaderHead() {
+ return SHADER0([]() {
+ attribute vec4 a_position;
+ attribute TexCoordPrecision vec2 a_texCoord;
+ uniform mat4 matrix;
+ varying TexCoordPrecision vec2 v_texCoord;
+ });
+}
+
+std::string VertexShaderPosTex::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ gl_Position = matrix * a_position;
+ v_texCoord = a_texCoord;
+ }
+ });
+}
+
+VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset()
+ : matrix_location_(-1), tex_scale_location_(-1), tex_offset_location_(-1) {
+}
+
+void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix", "texScale", "texOffset",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+ tex_scale_location_ = locations[1];
+ tex_offset_location_ = locations[2];
+}
+
+std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const {
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string VertexShaderPosTexYUVStretchOffset::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ attribute vec4 a_position;
+ attribute TexCoordPrecision vec2 a_texCoord;
+ uniform mat4 matrix;
+ varying TexCoordPrecision vec2 v_texCoord;
+ uniform TexCoordPrecision vec2 texScale;
+ uniform TexCoordPrecision vec2 texOffset;
+ });
+}
+
+std::string VertexShaderPosTexYUVStretchOffset::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ gl_Position = matrix * a_position;
+ v_texCoord = a_texCoord * texScale + texOffset;
+ }
+ });
+}
+
+VertexShaderPos::VertexShaderPos() : matrix_location_(-1) {
+}
+
+void VertexShaderPos::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+}
+
+std::string VertexShaderPos::GetShaderString() const {
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string VertexShaderPos::GetShaderHead() {
+ return SHADER0([]() {
+ attribute vec4 a_position;
+ uniform mat4 matrix;
+ });
+}
+
+std::string VertexShaderPos::GetShaderBody() {
+ return SHADER0([]() {
+ void main() { gl_Position = matrix * a_position; }
+ });
+}
+
+VertexShaderPosTexTransform::VertexShaderPosTexTransform()
+ : matrix_location_(-1),
+ tex_transform_location_(-1),
+ vertex_opacity_location_(-1) {
+}
+
+void VertexShaderPosTexTransform::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix", "texTransform", "opacity",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+ tex_transform_location_ = locations[1];
+ vertex_opacity_location_ = locations[2];
+}
+
+std::string VertexShaderPosTexTransform::GetShaderString() const {
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string VertexShaderPosTexTransform::GetShaderHead() {
+ return SHADER0([]() {
+ attribute vec4 a_position;
+ attribute TexCoordPrecision vec2 a_texCoord;
+ attribute float a_index;
+ uniform mat4 matrix[8];
+ uniform TexCoordPrecision vec4 texTransform[8];
+ uniform float opacity[32];
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying float v_alpha;
+ });
+}
+
+std::string VertexShaderPosTexTransform::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ int quad_index = int(a_index * 0.25); // NOLINT
+ gl_Position = matrix[quad_index] * a_position;
+ TexCoordPrecision vec4 texTrans = texTransform[quad_index];
+ v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
+ v_alpha = opacity[int(a_index)]; // NOLINT
+ }
+ });
+}
+
+void VertexShaderPosTexTransform::FillLocations(
+ ShaderLocations* locations) const {
+ locations->matrix = matrix_location();
+ locations->tex_transform = tex_transform_location();
+}
+
+std::string VertexShaderPosTexIdentity::GetShaderString() const {
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string VertexShaderPosTexIdentity::GetShaderHead() {
+ return SHADER0([]() {
+ attribute vec4 a_position;
+ varying TexCoordPrecision vec2 v_texCoord;
+ });
+}
+
+std::string VertexShaderPosTexIdentity::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ gl_Position = a_position;
+ v_texCoord = (a_position.xy + vec2(1.0)) * 0.5;
+ }
+ });
+}
+
+VertexShaderQuad::VertexShaderQuad()
+ : matrix_location_(-1), quad_location_(-1) {
+}
+
+void VertexShaderQuad::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix", "quad",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+ quad_location_ = locations[1];
+}
+
+std::string VertexShaderQuad::GetShaderString() const {
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string VertexShaderQuad::GetShaderHead() {
+#if defined(OS_ANDROID)
+ // TODO(epenner): Find the cause of this 'quad' uniform
+ // being missing if we don't add dummy variables.
+ // http://crbug.com/240602
+ return SHADER0([]() {
+ attribute TexCoordPrecision vec4 a_position;
+ attribute float a_index;
+ uniform mat4 matrix;
+ uniform TexCoordPrecision vec2 quad[4];
+ uniform TexCoordPrecision vec2 dummy_uniform;
+ varying TexCoordPrecision vec2 dummy_varying;
+ });
+#else
+ return SHADER0([]() {
+ attribute TexCoordPrecision vec4 a_position;
+ attribute float a_index;
+ uniform mat4 matrix;
+ uniform TexCoordPrecision vec2 quad[4];
+ });
+#endif
+}
+
+std::string VertexShaderQuad::GetShaderBody() {
+#if defined(OS_ANDROID)
+ return SHADER0([]() {
+ void main() {
+ vec2 pos = quad[int(a_index)]; // NOLINT
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
+ dummy_varying = dummy_uniform;
+ }
+ });
+#else
+ return SHADER0([]() {
+ void main() {
+ vec2 pos = quad[int(a_index)]; // NOLINT
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
+ }
+ });
+#endif
+}
+
+VertexShaderQuadAA::VertexShaderQuadAA()
+ : matrix_location_(-1),
+ viewport_location_(-1),
+ quad_location_(-1),
+ edge_location_(-1) {
+}
+
+void VertexShaderQuadAA::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix", "viewport", "quad", "edge",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+ viewport_location_ = locations[1];
+ quad_location_ = locations[2];
+ edge_location_ = locations[3];
+}
+
+std::string VertexShaderQuadAA::GetShaderString() const {
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string VertexShaderQuadAA::GetShaderHead() {
+ return SHADER0([]() {
+ attribute TexCoordPrecision vec4 a_position;
+ attribute float a_index;
+ uniform mat4 matrix;
+ uniform vec4 viewport;
+ uniform TexCoordPrecision vec2 quad[4];
+ uniform TexCoordPrecision vec3 edge[8];
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
+ });
+}
+
+std::string VertexShaderQuadAA::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec2 pos = quad[int(a_index)]; // NOLINT
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
+ vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w);
+ vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0);
+ edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos),
+ dot(edge[2], screen_pos), dot(edge[3], screen_pos)) *
+ gl_Position.w;
+ edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos),
+ dot(edge[6], screen_pos), dot(edge[7], screen_pos)) *
+ gl_Position.w;
+ }
+ });
+}
+
+VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA()
+ : matrix_location_(-1),
+ viewport_location_(-1),
+ quad_location_(-1),
+ edge_location_(-1),
+ tex_transform_location_(-1) {
+}
+
+void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix", "viewport", "quad", "edge", "texTrans",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+ viewport_location_ = locations[1];
+ quad_location_ = locations[2];
+ edge_location_ = locations[3];
+ tex_transform_location_ = locations[4];
+}
+
+std::string VertexShaderQuadTexTransformAA::GetShaderString() const {
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string VertexShaderQuadTexTransformAA::GetShaderHead() {
+ return SHADER0([]() {
+ attribute TexCoordPrecision vec4 a_position;
+ attribute float a_index;
+ uniform mat4 matrix;
+ uniform vec4 viewport;
+ uniform TexCoordPrecision vec2 quad[4];
+ uniform TexCoordPrecision vec3 edge[8];
+ uniform TexCoordPrecision vec4 texTrans;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
+ });
+}
+
+std::string VertexShaderQuadTexTransformAA::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec2 pos = quad[int(a_index)]; // NOLINT
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
+ vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w);
+ vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0);
+ edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos),
+ dot(edge[2], screen_pos), dot(edge[3], screen_pos)) *
+ gl_Position.w;
+ edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos),
+ dot(edge[6], screen_pos), dot(edge[7], screen_pos)) *
+ gl_Position.w;
+ v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy;
+ }
+ });
+}
+
+void VertexShaderQuadTexTransformAA::FillLocations(
+ ShaderLocations* locations) const {
+ locations->quad = quad_location();
+ locations->edge = edge_location();
+ locations->viewport = viewport_location();
+ locations->matrix = matrix_location();
+ locations->tex_transform = tex_transform_location();
+}
+
+
+VertexShaderTile::VertexShaderTile()
+ : matrix_location_(-1),
+ quad_location_(-1),
+ vertex_tex_transform_location_(-1) {
+}
+
+void VertexShaderTile::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix", "quad", "vertexTexTransform",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+ quad_location_ = locations[1];
+ vertex_tex_transform_location_ = locations[2];
+}
+
+std::string VertexShaderTile::GetShaderString() const {
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string VertexShaderTile::GetShaderHead() {
+ return SHADER0([]() {
+ attribute TexCoordPrecision vec4 a_position;
+ attribute TexCoordPrecision vec2 a_texCoord;
+ attribute float a_index;
+ uniform mat4 matrix;
+ uniform TexCoordPrecision vec2 quad[4];
+ uniform TexCoordPrecision vec4 vertexTexTransform;
+ varying TexCoordPrecision vec2 v_texCoord;
+ });
+}
+
+std::string VertexShaderTile::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec2 pos = quad[int(a_index)]; // NOLINT
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
+ v_texCoord = a_texCoord * vertexTexTransform.zw + vertexTexTransform.xy;
+ }
+ });
+}
+
+VertexShaderTileAA::VertexShaderTileAA()
+ : matrix_location_(-1),
+ viewport_location_(-1),
+ quad_location_(-1),
+ edge_location_(-1),
+ vertex_tex_transform_location_(-1) {
+}
+
+void VertexShaderTileAA::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix", "viewport", "quad", "edge", "vertexTexTransform",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+ viewport_location_ = locations[1];
+ quad_location_ = locations[2];
+ edge_location_ = locations[3];
+ vertex_tex_transform_location_ = locations[4];
+}
+
+std::string VertexShaderTileAA::GetShaderString() const {
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string VertexShaderTileAA::GetShaderHead() {
+ return SHADER0([]() {
+ attribute TexCoordPrecision vec4 a_position;
+ attribute float a_index;
+ uniform mat4 matrix;
+ uniform vec4 viewport;
+ uniform TexCoordPrecision vec2 quad[4];
+ uniform TexCoordPrecision vec3 edge[8];
+ uniform TexCoordPrecision vec4 vertexTexTransform;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
+ });
+}
+
+std::string VertexShaderTileAA::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec2 pos = quad[int(a_index)]; // NOLINT
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
+ vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w);
+ vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0);
+ edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos),
+ dot(edge[2], screen_pos), dot(edge[3], screen_pos)) *
+ gl_Position.w;
+ edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos),
+ dot(edge[6], screen_pos), dot(edge[7], screen_pos)) *
+ gl_Position.w;
+ v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy;
+ }
+ });
+}
+
+VertexShaderVideoTransform::VertexShaderVideoTransform()
+ : matrix_location_(-1), tex_matrix_location_(-1) {
+}
+
+void VertexShaderVideoTransform::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix", "texMatrix",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+ tex_matrix_location_ = locations[1];
+}
+
+std::string VertexShaderVideoTransform::GetShaderString() const {
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string VertexShaderVideoTransform::GetShaderHead() {
+ return SHADER0([]() {
+ attribute vec4 a_position;
+ attribute TexCoordPrecision vec2 a_texCoord;
+ uniform mat4 matrix;
+ uniform TexCoordPrecision mat4 texMatrix;
+ varying TexCoordPrecision vec2 v_texCoord;
+ });
+}
+
+std::string VertexShaderVideoTransform::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ gl_Position = matrix * a_position;
+ v_texCoord =
+ vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0));
+ }
+ });
+}
+
+#define BLEND_MODE_UNIFORMS "s_backdropTexture", \
+ "s_originalBackdropTexture", \
+ "backdropRect"
+#define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 3 : 0)
+#define BLEND_MODE_SET_LOCATIONS(X, POS) \
+ if (has_blend_mode()) { \
+ DCHECK_LT(static_cast<size_t>(POS) + 2, arraysize(X)); \
+ backdrop_location_ = locations[POS]; \
+ original_backdrop_location_ = locations[POS + 1]; \
+ backdrop_rect_location_ = locations[POS + 2]; \
+ }
+
+FragmentTexBlendMode::FragmentTexBlendMode()
+ : backdrop_location_(-1),
+ original_backdrop_location_(-1),
+ backdrop_rect_location_(-1),
+ blend_mode_(BLEND_MODE_NONE),
+ mask_for_background_(false) {
+}
+
+std::string FragmentTexBlendMode::SetBlendModeFunctions(
+ std::string shader_string) const {
+ if (shader_string.find("ApplyBlendMode") == std::string::npos)
+ return shader_string;
+
+ if (!has_blend_mode()) {
+ return "#define ApplyBlendMode(X, Y) (X)\n" + shader_string;
+ }
+
+ static const std::string kUniforms = SHADER0([]() {
+ uniform sampler2D s_backdropTexture;
+ uniform sampler2D s_originalBackdropTexture;
+ uniform TexCoordPrecision vec4 backdropRect;
+ });
+
+ std::string mixFunction;
+ if (mask_for_background()) {
+ mixFunction = SHADER0([]() {
+ vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) {
+ vec4 backdrop = texture2D(s_backdropTexture, bgTexCoord);
+ vec4 original_backdrop =
+ texture2D(s_originalBackdropTexture, bgTexCoord);
+ return mix(original_backdrop, backdrop, mask);
+ }
+ });
+ } else {
+ mixFunction = SHADER0([]() {
+ vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) {
+ return texture2D(s_backdropTexture, bgTexCoord);
+ }
+ });
+ }
+
+ static const std::string kFunctionApplyBlendMode = SHADER0([]() {
+ vec4 GetBackdropColor(float mask) {
+ TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy;
+ bgTexCoord.x /= backdropRect.z;
+ bgTexCoord.y /= backdropRect.w;
+ return MixBackdrop(bgTexCoord, mask);
+ }
+
+ vec4 ApplyBlendMode(vec4 src, float mask) {
+ vec4 dst = GetBackdropColor(mask);
+ return Blend(src, dst);
+ }
+ });
+
+ return "precision mediump float;" + GetHelperFunctions() +
+ GetBlendFunction() + kUniforms + mixFunction +
+ kFunctionApplyBlendMode + shader_string;
+}
+
+std::string FragmentTexBlendMode::GetHelperFunctions() const {
+ static const std::string kFunctionHardLight = SHADER0([]() {
+ vec3 hardLight(vec4 src, vec4 dst) {
+ vec3 result;
+ result.r =
+ (2.0 * src.r <= src.a)
+ ? (2.0 * src.r * dst.r)
+ : (src.a * dst.a - 2.0 * (dst.a - dst.r) * (src.a - src.r));
+ result.g =
+ (2.0 * src.g <= src.a)
+ ? (2.0 * src.g * dst.g)
+ : (src.a * dst.a - 2.0 * (dst.a - dst.g) * (src.a - src.g));
+ result.b =
+ (2.0 * src.b <= src.a)
+ ? (2.0 * src.b * dst.b)
+ : (src.a * dst.a - 2.0 * (dst.a - dst.b) * (src.a - src.b));
+ result.rgb += src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a);
+ return result;
+ }
+ });
+
+ static const std::string kFunctionColorDodgeComponent = SHADER0([]() {
+ float getColorDodgeComponent(float srcc, float srca, float dstc,
+ float dsta) {
+ if (0.0 == dstc)
+ return srcc * (1.0 - dsta);
+ float d = srca - srcc;
+ if (0.0 == d)
+ return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
+ d = min(dsta, dstc * srca / d);
+ return d * srca + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
+ }
+ });
+
+ static const std::string kFunctionColorBurnComponent = SHADER0([]() {
+ float getColorBurnComponent(float srcc, float srca, float dstc,
+ float dsta) {
+ if (dsta == dstc)
+ return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
+ if (0.0 == srcc)
+ return dstc * (1.0 - srca);
+ float d = max(0.0, dsta - (dsta - dstc) * srca / srcc);
+ return srca * d + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
+ }
+ });
+
+ static const std::string kFunctionSoftLightComponentPosDstAlpha =
+ SHADER0([]() {
+ float getSoftLightComponent(float srcc, float srca, float dstc,
+ float dsta) {
+ if (2.0 * srcc <= srca) {
+ return (dstc * dstc * (srca - 2.0 * srcc)) / dsta +
+ (1.0 - dsta) * srcc + dstc * (-srca + 2.0 * srcc + 1.0);
+ } else if (4.0 * dstc <= dsta) {
+ float DSqd = dstc * dstc;
+ float DCub = DSqd * dstc;
+ float DaSqd = dsta * dsta;
+ float DaCub = DaSqd * dsta;
+ return (-DaCub * srcc +
+ DaSqd * (srcc - dstc * (3.0 * srca - 6.0 * srcc - 1.0)) +
+ 12.0 * dsta * DSqd * (srca - 2.0 * srcc) -
+ 16.0 * DCub * (srca - 2.0 * srcc)) /
+ DaSqd;
+ } else {
+ return -sqrt(dsta * dstc) * (srca - 2.0 * srcc) - dsta * srcc +
+ dstc * (srca - 2.0 * srcc + 1.0) + srcc;
+ }
+ }
+ });
+
+ static const std::string kFunctionLum = SHADER0([]() {
+ float luminance(vec3 color) { return dot(vec3(0.3, 0.59, 0.11), color); }
+
+ vec3 set_luminance(vec3 hueSat, float alpha, vec3 lumColor) {
+ float diff = luminance(lumColor - hueSat);
+ vec3 outColor = hueSat + diff;
+ float outLum = luminance(outColor);
+ float minComp = min(min(outColor.r, outColor.g), outColor.b);
+ float maxComp = max(max(outColor.r, outColor.g), outColor.b);
+ if (minComp < 0.0 && outLum != minComp) {
+ outColor = outLum +
+ ((outColor - vec3(outLum, outLum, outLum)) * outLum) /
+ (outLum - minComp);
+ }
+ if (maxComp > alpha && maxComp != outLum) {
+ outColor =
+ outLum +
+ ((outColor - vec3(outLum, outLum, outLum)) * (alpha - outLum)) /
+ (maxComp - outLum);
+ }
+ return outColor;
+ }
+ });
+
+ static const std::string kFunctionSat = SHADER0([]() {
+ float saturation(vec3 color) {
+ return max(max(color.r, color.g), color.b) -
+ min(min(color.r, color.g), color.b);
+ }
+
+ vec3 set_saturation_helper(float minComp, float midComp, float maxComp,
+ float sat) {
+ if (minComp < maxComp) {
+ vec3 result;
+ result.r = 0.0;
+ result.g = sat * (midComp - minComp) / (maxComp - minComp);
+ result.b = sat;
+ return result;
+ } else {
+ return vec3(0, 0, 0);
+ }
+ }
+
+ vec3 set_saturation(vec3 hueLumColor, vec3 satColor) {
+ float sat = saturation(satColor);
+ if (hueLumColor.r <= hueLumColor.g) {
+ if (hueLumColor.g <= hueLumColor.b) {
+ hueLumColor.rgb = set_saturation_helper(hueLumColor.r, hueLumColor.g,
+ hueLumColor.b, sat);
+ } else if (hueLumColor.r <= hueLumColor.b) {
+ hueLumColor.rbg = set_saturation_helper(hueLumColor.r, hueLumColor.b,
+ hueLumColor.g, sat);
+ } else {
+ hueLumColor.brg = set_saturation_helper(hueLumColor.b, hueLumColor.r,
+ hueLumColor.g, sat);
+ }
+ } else if (hueLumColor.r <= hueLumColor.b) {
+ hueLumColor.grb = set_saturation_helper(hueLumColor.g, hueLumColor.r,
+ hueLumColor.b, sat);
+ } else if (hueLumColor.g <= hueLumColor.b) {
+ hueLumColor.gbr = set_saturation_helper(hueLumColor.g, hueLumColor.b,
+ hueLumColor.r, sat);
+ } else {
+ hueLumColor.bgr = set_saturation_helper(hueLumColor.b, hueLumColor.g,
+ hueLumColor.r, sat);
+ }
+ return hueLumColor;
+ }
+ });
+
+ switch (blend_mode_) {
+ case BLEND_MODE_OVERLAY:
+ case BLEND_MODE_HARD_LIGHT:
+ return kFunctionHardLight;
+ case BLEND_MODE_COLOR_DODGE:
+ return kFunctionColorDodgeComponent;
+ case BLEND_MODE_COLOR_BURN:
+ return kFunctionColorBurnComponent;
+ case BLEND_MODE_SOFT_LIGHT:
+ return kFunctionSoftLightComponentPosDstAlpha;
+ case BLEND_MODE_HUE:
+ case BLEND_MODE_SATURATION:
+ return kFunctionLum + kFunctionSat;
+ case BLEND_MODE_COLOR:
+ case BLEND_MODE_LUMINOSITY:
+ return kFunctionLum;
+ default:
+ return std::string();
+ }
+}
+
+std::string FragmentTexBlendMode::GetBlendFunction() const {
+ return "vec4 Blend(vec4 src, vec4 dst) {"
+ " vec4 result;"
+ " result.a = src.a + (1.0 - src.a) * dst.a;" +
+ GetBlendFunctionBodyForRGB() +
+ " return result;"
+ "}";
+}
+
+std::string FragmentTexBlendMode::GetBlendFunctionBodyForRGB() const {
+ switch (blend_mode_) {
+ case BLEND_MODE_NORMAL:
+ return "result.rgb = src.rgb + dst.rgb * (1.0 - src.a);";
+ case BLEND_MODE_SCREEN:
+ return "result.rgb = src.rgb + (1.0 - src.rgb) * dst.rgb;";
+ case BLEND_MODE_LIGHTEN:
+ return "result.rgb = max((1.0 - src.a) * dst.rgb + src.rgb,"
+ " (1.0 - dst.a) * src.rgb + dst.rgb);";
+ case BLEND_MODE_OVERLAY:
+ return "result.rgb = hardLight(dst, src);";
+ case BLEND_MODE_DARKEN:
+ return "result.rgb = min((1.0 - src.a) * dst.rgb + src.rgb,"
+ " (1.0 - dst.a) * src.rgb + dst.rgb);";
+ case BLEND_MODE_COLOR_DODGE:
+ return "result.r = getColorDodgeComponent(src.r, src.a, dst.r, dst.a);"
+ "result.g = getColorDodgeComponent(src.g, src.a, dst.g, dst.a);"
+ "result.b = getColorDodgeComponent(src.b, src.a, dst.b, dst.a);";
+ case BLEND_MODE_COLOR_BURN:
+ return "result.r = getColorBurnComponent(src.r, src.a, dst.r, dst.a);"
+ "result.g = getColorBurnComponent(src.g, src.a, dst.g, dst.a);"
+ "result.b = getColorBurnComponent(src.b, src.a, dst.b, dst.a);";
+ case BLEND_MODE_HARD_LIGHT:
+ return "result.rgb = hardLight(src, dst);";
+ case BLEND_MODE_SOFT_LIGHT:
+ return "if (0.0 == dst.a) {"
+ " result.rgb = src.rgb;"
+ "} else {"
+ " result.r = getSoftLightComponent(src.r, src.a, dst.r, dst.a);"
+ " result.g = getSoftLightComponent(src.g, src.a, dst.g, dst.a);"
+ " result.b = getSoftLightComponent(src.b, src.a, dst.b, dst.a);"
+ "}";
+ case BLEND_MODE_DIFFERENCE:
+ return "result.rgb = src.rgb + dst.rgb -"
+ " 2.0 * min(src.rgb * dst.a, dst.rgb * src.a);";
+ case BLEND_MODE_EXCLUSION:
+ return "result.rgb = dst.rgb + src.rgb - 2.0 * dst.rgb * src.rgb;";
+ case BLEND_MODE_MULTIPLY:
+ return "result.rgb = (1.0 - src.a) * dst.rgb +"
+ " (1.0 - dst.a) * src.rgb + src.rgb * dst.rgb;";
+ case BLEND_MODE_HUE:
+ return "vec4 dstSrcAlpha = dst * src.a;"
+ "result.rgb ="
+ " set_luminance(set_saturation(src.rgb * dst.a,"
+ " dstSrcAlpha.rgb),"
+ " dstSrcAlpha.a,"
+ " dstSrcAlpha.rgb);"
+ "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
+ case BLEND_MODE_SATURATION:
+ return "vec4 dstSrcAlpha = dst * src.a;"
+ "result.rgb = set_luminance(set_saturation(dstSrcAlpha.rgb,"
+ " src.rgb * dst.a),"
+ " dstSrcAlpha.a,"
+ " dstSrcAlpha.rgb);"
+ "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
+ case BLEND_MODE_COLOR:
+ return "vec4 srcDstAlpha = src * dst.a;"
+ "result.rgb = set_luminance(srcDstAlpha.rgb,"
+ " srcDstAlpha.a,"
+ " dst.rgb * src.a);"
+ "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
+ case BLEND_MODE_LUMINOSITY:
+ return "vec4 srcDstAlpha = src * dst.a;"
+ "result.rgb = set_luminance(dst.rgb * src.a,"
+ " srcDstAlpha.a,"
+ " srcDstAlpha.rgb);"
+ "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
+ case BLEND_MODE_NONE:
+ NOTREACHED();
+ }
+ return "result = vec4(1.0, 0.0, 0.0, 1.0);";
+}
+
+FragmentTexAlphaBinding::FragmentTexAlphaBinding()
+ : sampler_location_(-1), alpha_location_(-1) {
+}
+
+void FragmentTexAlphaBinding::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture", "alpha", BLEND_MODE_UNIFORMS,
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
+ uniforms,
+ locations,
+ base_uniform_index);
+ sampler_location_ = locations[0];
+ alpha_location_ = locations[1];
+ BLEND_MODE_SET_LOCATIONS(locations, 2);
+}
+
+FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding()
+ : sampler_location_(-1),
+ alpha_location_(-1),
+ color_matrix_location_(-1),
+ color_offset_location_(-1) {
+}
+
+void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture", "alpha", "colorMatrix", "colorOffset", BLEND_MODE_UNIFORMS,
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
+ uniforms,
+ locations,
+ base_uniform_index);
+ sampler_location_ = locations[0];
+ alpha_location_ = locations[1];
+ color_matrix_location_ = locations[2];
+ color_offset_location_ = locations[3];
+ BLEND_MODE_SET_LOCATIONS(locations, 4);
+}
+
+FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() : sampler_location_(-1) {
+}
+
+void FragmentTexOpaqueBinding::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ sampler_location_ = locations[0];
+}
+
+std::string FragmentShaderRGBATexAlpha::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexAlpha::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ uniform SamplerType s_texture;
+ uniform float alpha;
+ });
+}
+
+std::string FragmentShaderRGBATexAlpha::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = TextureLookup(s_texture, v_texCoord);
+ gl_FragColor = ApplyBlendMode(texColor * alpha, 0.0);
+ }
+ });
+}
+
+void FragmentShaderRGBATexAlpha::FillLocations(
+ ShaderLocations* locations) const {
+ locations->sampler = sampler_location();
+ locations->alpha = alpha_location();
+ locations->backdrop = backdrop_location();
+ locations->backdrop_rect = backdrop_rect_location();
+}
+
+std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ uniform SamplerType s_texture;
+ uniform float alpha;
+ uniform mat4 colorMatrix;
+ uniform vec4 colorOffset;
+ });
+}
+
+std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = TextureLookup(s_texture, v_texCoord);
+ float nonZeroAlpha = max(texColor.a, 0.00001);
+ texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
+ texColor = colorMatrix * texColor + colorOffset;
+ texColor.rgb *= texColor.a;
+ texColor = clamp(texColor, 0.0, 1.0);
+ gl_FragColor = ApplyBlendMode(texColor * alpha, 0.0);
+ }
+ });
+}
+
+void FragmentShaderRGBATexColorMatrixAlpha::FillLocations(
+ ShaderLocations* locations) const {
+ locations->sampler = sampler_location();
+ locations->alpha = alpha_location();
+ locations->color_matrix = color_matrix_location();
+ locations->color_offset = color_offset_location();
+ locations->backdrop = backdrop_location();
+ locations->backdrop_rect = backdrop_rect_location();
+}
+
+std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexVaryingAlpha::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying float v_alpha;
+ uniform SamplerType s_texture;
+ });
+}
+
+std::string FragmentShaderRGBATexVaryingAlpha::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = TextureLookup(s_texture, v_texCoord);
+ gl_FragColor = texColor * v_alpha;
+ }
+ });
+}
+
+std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying float v_alpha;
+ uniform SamplerType s_texture;
+ });
+}
+
+std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = TextureLookup(s_texture, v_texCoord);
+ texColor.rgb *= texColor.a;
+ gl_FragColor = texColor * v_alpha;
+ }
+ });
+}
+
+FragmentTexBackgroundBinding::FragmentTexBackgroundBinding()
+ : background_color_location_(-1), sampler_location_(-1) {
+}
+
+void FragmentTexBackgroundBinding::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture", "background_color",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+
+ sampler_location_ = locations[0];
+ DCHECK_NE(sampler_location_, -1);
+
+ background_color_location_ = locations[1];
+ DCHECK_NE(background_color_location_, -1);
+}
+
+std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying float v_alpha;
+ uniform vec4 background_color;
+ uniform SamplerType s_texture;
+ });
+}
+
+std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = TextureLookup(s_texture, v_texCoord);
+ texColor += background_color * (1.0 - texColor.a);
+ gl_FragColor = texColor * v_alpha;
+ }
+ });
+}
+
+std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying float v_alpha;
+ uniform vec4 background_color;
+ uniform SamplerType s_texture;
+ });
+}
+
+std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = TextureLookup(s_texture, v_texCoord);
+ texColor.rgb *= texColor.a;
+ texColor += background_color * (1.0 - texColor.a);
+ gl_FragColor = texColor * v_alpha;
+ }
+ });
+}
+
+std::string FragmentShaderRGBATexOpaque::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexOpaque::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ uniform SamplerType s_texture;
+ });
+}
+
+std::string FragmentShaderRGBATexOpaque::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = TextureLookup(s_texture, v_texCoord);
+ gl_FragColor = vec4(texColor.rgb, 1.0);
+ }
+ });
+}
+
+std::string FragmentShaderRGBATex::GetShaderString(TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATex::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ uniform SamplerType s_texture;
+ });
+}
+
+std::string FragmentShaderRGBATex::GetShaderBody() {
+ return SHADER0([]() {
+ void main() { gl_FragColor = TextureLookup(s_texture, v_texCoord); }
+ });
+}
+
+std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ uniform SamplerType s_texture;
+ uniform float alpha;
+ });
+}
+
+std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = TextureLookup(s_texture, v_texCoord);
+ gl_FragColor =
+ vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha;
+ }
+ });
+}
+
+std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ uniform SamplerType s_texture;
+ });
+}
+
+std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = TextureLookup(s_texture, v_texCoord);
+ gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0);
+ }
+ });
+}
+
+FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
+ : sampler_location_(-1), alpha_location_(-1) {
+}
+
+void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture", "alpha", BLEND_MODE_UNIFORMS,
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
+ uniforms,
+ locations,
+ base_uniform_index);
+ sampler_location_ = locations[0];
+ alpha_location_ = locations[1];
+ BLEND_MODE_SET_LOCATIONS(locations, 2);
+}
+
+std::string FragmentShaderRGBATexAlphaAA::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexAlphaAA::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ uniform SamplerType s_texture;
+ uniform float alpha;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
+ });
+}
+
+std::string FragmentShaderRGBATexAlphaAA::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = TextureLookup(s_texture, v_texCoord);
+ vec4 d4 = min(edge_dist[0], edge_dist[1]);
+ vec2 d2 = min(d4.xz, d4.yw);
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
+ gl_FragColor = ApplyBlendMode(texColor * alpha * aa, 0.0);
+ }
+ });
+}
+
+void FragmentShaderRGBATexAlphaAA::FillLocations(
+ ShaderLocations* locations) const {
+ locations->sampler = sampler_location();
+ locations->alpha = alpha_location();
+ locations->backdrop = backdrop_location();
+ locations->backdrop_rect = backdrop_rect_location();
+}
+
+FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
+ : sampler_location_(-1),
+ alpha_location_(-1),
+ fragment_tex_transform_location_(-1) {
+}
+
+void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture", "alpha", "fragmentTexTransform",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ sampler_location_ = locations[0];
+ alpha_location_ = locations[1];
+ fragment_tex_transform_location_ = locations[2];
+}
+
+std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexClampAlphaAA::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ uniform SamplerType s_texture;
+ uniform float alpha;
+ uniform TexCoordPrecision vec4 fragmentTexTransform;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
+ });
+}
+
+std::string FragmentShaderRGBATexClampAlphaAA::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ TexCoordPrecision vec2 texCoord =
+ clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
+ fragmentTexTransform.xy;
+ vec4 texColor = TextureLookup(s_texture, texCoord);
+ vec4 d4 = min(edge_dist[0], edge_dist[1]);
+ vec2 d2 = min(d4.xz, d4.yw);
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
+ gl_FragColor = texColor * alpha * aa;
+ }
+ });
+}
+
+std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ uniform SamplerType s_texture;
+ uniform float alpha;
+ uniform TexCoordPrecision vec4 fragmentTexTransform;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
+ });
+}
+
+std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ TexCoordPrecision vec2 texCoord =
+ clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
+ fragmentTexTransform.xy;
+ vec4 texColor = TextureLookup(s_texture, texCoord);
+ vec4 d4 = min(edge_dist[0], edge_dist[1]);
+ vec2 d2 = min(d4.xz, d4.yw);
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
+ gl_FragColor =
+ vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * aa;
+ }
+ });
+}
+
+FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask()
+ : sampler_location_(-1),
+ mask_sampler_location_(-1),
+ alpha_location_(-1),
+ mask_tex_coord_scale_location_(-1) {
+}
+
+void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture",
+ "s_mask",
+ "alpha",
+ "maskTexCoordScale",
+ "maskTexCoordOffset",
+ BLEND_MODE_UNIFORMS,
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
+ uniforms,
+ locations,
+ 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];
+ BLEND_MODE_SET_LOCATIONS(locations, 5);
+}
+
+std::string FragmentShaderRGBATexAlphaMask::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexAlphaMask::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ uniform SamplerType s_mask;
+ uniform TexCoordPrecision vec2 maskTexCoordScale;
+ uniform TexCoordPrecision vec2 maskTexCoordOffset;
+ uniform float alpha;
+ });
+}
+
+std::string FragmentShaderRGBATexAlphaMask::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ TexCoordPrecision vec2 maskTexCoord =
+ vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
+ maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
+ vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
+ gl_FragColor = ApplyBlendMode(
+ texColor * alpha * maskColor.w, maskColor.w);
+ }
+ });
+}
+
+void FragmentShaderRGBATexAlphaMask::FillLocations(
+ ShaderLocations* locations) const {
+ locations->sampler = sampler_location();
+ locations->mask_sampler = mask_sampler_location();
+ locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
+ locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
+ locations->alpha = alpha_location();
+ locations->backdrop = backdrop_location();
+ locations->backdrop_rect = backdrop_rect_location();
+ if (mask_for_background())
+ locations->original_backdrop = original_backdrop_location();
+}
+
+FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
+ : sampler_location_(-1),
+ mask_sampler_location_(-1),
+ alpha_location_(-1),
+ mask_tex_coord_scale_location_(-1),
+ mask_tex_coord_offset_location_(-1) {
+}
+
+void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture",
+ "s_mask",
+ "alpha",
+ "maskTexCoordScale",
+ "maskTexCoordOffset",
+ BLEND_MODE_UNIFORMS,
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
+ uniforms,
+ locations,
+ 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];
+ BLEND_MODE_SET_LOCATIONS(locations, 5);
+}
+
+std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ uniform sampler2D s_texture;
+ uniform SamplerType s_mask;
+ uniform TexCoordPrecision vec2 maskTexCoordScale;
+ uniform TexCoordPrecision vec2 maskTexCoordOffset;
+ uniform float alpha;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
+ });
+}
+
+std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ TexCoordPrecision vec2 maskTexCoord =
+ vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
+ maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
+ vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
+ vec4 d4 = min(edge_dist[0], edge_dist[1]);
+ vec2 d2 = min(d4.xz, d4.yw);
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
+ gl_FragColor = ApplyBlendMode(
+ texColor * alpha * maskColor.w * aa, maskColor.w);
+ }
+ });
+}
+
+void FragmentShaderRGBATexAlphaMaskAA::FillLocations(
+ ShaderLocations* locations) const {
+ locations->sampler = sampler_location();
+ locations->mask_sampler = mask_sampler_location();
+ locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
+ locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
+ locations->alpha = alpha_location();
+ locations->backdrop = backdrop_location();
+ locations->backdrop_rect = backdrop_rect_location();
+ if (mask_for_background())
+ locations->original_backdrop = original_backdrop_location();
+}
+
+FragmentShaderRGBATexAlphaMaskColorMatrixAA::
+ FragmentShaderRGBATexAlphaMaskColorMatrixAA()
+ : sampler_location_(-1),
+ mask_sampler_location_(-1),
+ alpha_location_(-1),
+ mask_tex_coord_scale_location_(-1),
+ color_matrix_location_(-1),
+ color_offset_location_(-1) {
+}
+
+void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init(
+ GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture",
+ "s_mask",
+ "alpha",
+ "maskTexCoordScale",
+ "maskTexCoordOffset",
+ "colorMatrix",
+ "colorOffset",
+ BLEND_MODE_UNIFORMS,
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
+ uniforms,
+ locations,
+ 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];
+ color_matrix_location_ = locations[5];
+ color_offset_location_ = locations[6];
+ BLEND_MODE_SET_LOCATIONS(locations, 7);
+}
+
+std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ uniform sampler2D s_texture;
+ uniform SamplerType s_mask;
+ uniform vec2 maskTexCoordScale;
+ uniform vec2 maskTexCoordOffset;
+ uniform mat4 colorMatrix;
+ uniform vec4 colorOffset;
+ uniform float alpha;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
+ });
+}
+
+std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ float nonZeroAlpha = max(texColor.a, 0.00001);
+ texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
+ texColor = colorMatrix * texColor + colorOffset;
+ texColor.rgb *= texColor.a;
+ texColor = clamp(texColor, 0.0, 1.0);
+ TexCoordPrecision vec2 maskTexCoord =
+ vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
+ maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
+ vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
+ vec4 d4 = min(edge_dist[0], edge_dist[1]);
+ vec2 d2 = min(d4.xz, d4.yw);
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
+ gl_FragColor = ApplyBlendMode(
+ texColor * alpha * maskColor.w * aa, maskColor.w);
+ }
+ });
+}
+
+void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations(
+ ShaderLocations* locations) const {
+ locations->sampler = sampler_location();
+ locations->alpha = alpha_location();
+ locations->mask_sampler = mask_sampler_location();
+ locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
+ locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
+ locations->color_matrix = color_matrix_location();
+ locations->color_offset = color_offset_location();
+ locations->backdrop = backdrop_location();
+ locations->backdrop_rect = backdrop_rect_location();
+ if (mask_for_background())
+ locations->original_backdrop = original_backdrop_location();
+}
+
+FragmentShaderRGBATexAlphaColorMatrixAA::
+ FragmentShaderRGBATexAlphaColorMatrixAA()
+ : sampler_location_(-1),
+ alpha_location_(-1),
+ color_matrix_location_(-1),
+ color_offset_location_(-1) {
+}
+
+void FragmentShaderRGBATexAlphaColorMatrixAA::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture", "alpha", "colorMatrix", "colorOffset", BLEND_MODE_UNIFORMS,
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
+ uniforms,
+ locations,
+ base_uniform_index);
+ sampler_location_ = locations[0];
+ alpha_location_ = locations[1];
+ color_matrix_location_ = locations[2];
+ color_offset_location_ = locations[3];
+ BLEND_MODE_SET_LOCATIONS(locations, 4);
+}
+
+std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ uniform SamplerType s_texture;
+ uniform float alpha;
+ uniform mat4 colorMatrix;
+ uniform vec4 colorOffset;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
+ });
+}
+
+std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = TextureLookup(s_texture, v_texCoord);
+ float nonZeroAlpha = max(texColor.a, 0.00001);
+ texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
+ texColor = colorMatrix * texColor + colorOffset;
+ texColor.rgb *= texColor.a;
+ texColor = clamp(texColor, 0.0, 1.0);
+ vec4 d4 = min(edge_dist[0], edge_dist[1]);
+ vec2 d2 = min(d4.xz, d4.yw);
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
+ gl_FragColor = ApplyBlendMode(texColor * alpha * aa, 0.0);
+ }
+ });
+}
+
+void FragmentShaderRGBATexAlphaColorMatrixAA::FillLocations(
+ ShaderLocations* locations) const {
+ locations->sampler = sampler_location();
+ locations->alpha = alpha_location();
+ locations->color_matrix = color_matrix_location();
+ locations->color_offset = color_offset_location();
+ locations->backdrop = backdrop_location();
+ locations->backdrop_rect = backdrop_rect_location();
+}
+
+FragmentShaderRGBATexAlphaMaskColorMatrix::
+ FragmentShaderRGBATexAlphaMaskColorMatrix()
+ : sampler_location_(-1),
+ mask_sampler_location_(-1),
+ alpha_location_(-1),
+ mask_tex_coord_scale_location_(-1) {
+}
+
+void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture",
+ "s_mask",
+ "alpha",
+ "maskTexCoordScale",
+ "maskTexCoordOffset",
+ "colorMatrix",
+ "colorOffset",
+ BLEND_MODE_UNIFORMS,
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
+ uniforms,
+ locations,
+ 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];
+ color_matrix_location_ = locations[5];
+ color_offset_location_ = locations[6];
+ BLEND_MODE_SET_LOCATIONS(locations, 7);
+}
+
+std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ uniform SamplerType s_mask;
+ uniform vec2 maskTexCoordScale;
+ uniform vec2 maskTexCoordOffset;
+ uniform mat4 colorMatrix;
+ uniform vec4 colorOffset;
+ uniform float alpha;
+ });
+}
+
+std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ float nonZeroAlpha = max(texColor.a, 0.00001);
+ texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
+ texColor = colorMatrix * texColor + colorOffset;
+ texColor.rgb *= texColor.a;
+ texColor = clamp(texColor, 0.0, 1.0);
+ TexCoordPrecision vec2 maskTexCoord =
+ vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
+ maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
+ vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
+ gl_FragColor = ApplyBlendMode(
+ texColor * alpha * maskColor.w, maskColor.w);
+ }
+ });
+}
+
+void FragmentShaderRGBATexAlphaMaskColorMatrix::FillLocations(
+ ShaderLocations* locations) const {
+ locations->sampler = sampler_location();
+ locations->mask_sampler = mask_sampler_location();
+ locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
+ locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
+ locations->alpha = alpha_location();
+ locations->color_matrix = color_matrix_location();
+ locations->color_offset = color_offset_location();
+ locations->backdrop = backdrop_location();
+ locations->backdrop_rect = backdrop_rect_location();
+ if (mask_for_background())
+ locations->original_backdrop = original_backdrop_location();
+}
+
+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),
+ clamp_rect_location_(-1) {
+}
+
+void FragmentShaderYUVVideo::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {"y_texture",
+ "u_texture",
+ "v_texture",
+ "alpha",
+ "yuv_matrix",
+ "yuv_adj",
+ "clamp_rect"};
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ 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];
+ clamp_rect_location_ = locations[6];
+}
+
+std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderYUVVideo::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ precision mediump int;
+ varying TexCoordPrecision vec2 v_texCoord;
+ uniform SamplerType y_texture;
+ uniform SamplerType u_texture;
+ uniform SamplerType v_texture;
+ uniform float alpha;
+ uniform vec3 yuv_adj;
+ uniform mat3 yuv_matrix;
+ uniform vec4 clamp_rect;
+ });
+}
+
+std::string FragmentShaderYUVVideo::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec2 clamped = max(clamp_rect.xy, min(clamp_rect.zw, v_texCoord));
+ float y_raw = TextureLookup(y_texture, clamped).x;
+ float u_unsigned = TextureLookup(u_texture, clamped).x;
+ float v_unsigned = TextureLookup(v_texture, clamped).x;
+ vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
+ vec3 rgb = yuv_matrix * yuv;
+ gl_FragColor = vec4(rgb, 1.0) * alpha;
+ }
+ });
+}
+
+FragmentShaderYUVAVideo::FragmentShaderYUVAVideo()
+ : y_texture_location_(-1),
+ u_texture_location_(-1),
+ v_texture_location_(-1),
+ a_texture_location_(-1),
+ alpha_location_(-1),
+ yuv_matrix_location_(-1),
+ yuv_adj_location_(-1) {
+}
+
+void FragmentShaderYUVAVideo::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "y_texture",
+ "u_texture",
+ "v_texture",
+ "a_texture",
+ "alpha",
+ "cc_matrix",
+ "yuv_adj",
+ "clamp_rect",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ y_texture_location_ = locations[0];
+ u_texture_location_ = locations[1];
+ v_texture_location_ = locations[2];
+ a_texture_location_ = locations[3];
+ alpha_location_ = locations[4];
+ yuv_matrix_location_ = locations[5];
+ yuv_adj_location_ = locations[6];
+ clamp_rect_location_ = locations[7];
+}
+
+std::string FragmentShaderYUVAVideo::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderYUVAVideo::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ precision mediump int;
+ varying TexCoordPrecision vec2 v_texCoord;
+ uniform SamplerType y_texture;
+ uniform SamplerType u_texture;
+ uniform SamplerType v_texture;
+ uniform SamplerType a_texture;
+ uniform float alpha;
+ uniform vec3 yuv_adj;
+ uniform mat3 yuv_matrix;
+ uniform vec4 clamp_rect;
+ });
+}
+
+std::string FragmentShaderYUVAVideo::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec2 clamped = max(clamp_rect.xy, min(clamp_rect.zw, v_texCoord));
+ float y_raw = TextureLookup(y_texture, clamped).x;
+ float u_unsigned = TextureLookup(u_texture, clamped).x;
+ float v_unsigned = TextureLookup(v_texture, clamped).x;
+ float a_raw = TextureLookup(a_texture, clamped).x;
+ vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
+ vec3 rgb = yuv_matrix * yuv;
+ gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw);
+ }
+ });
+}
+
+FragmentShaderColor::FragmentShaderColor() : color_location_(-1) {
+}
+
+void FragmentShaderColor::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "color",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ color_location_ = locations[0];
+}
+
+std::string FragmentShaderColor::GetShaderString(TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderColor::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ uniform vec4 color;
+ });
+}
+
+std::string FragmentShaderColor::GetShaderBody() {
+ return SHADER0([]() {
+ void main() { gl_FragColor = color; }
+ });
+}
+
+FragmentShaderColorAA::FragmentShaderColorAA() : color_location_(-1) {
+}
+
+void FragmentShaderColorAA::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "color",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ color_location_ = locations[0];
+}
+
+std::string FragmentShaderColorAA::GetShaderString(TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderColorAA::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ uniform vec4 color;
+ varying vec4 edge_dist[2]; // 8 edge distances.
+ });
+}
+
+std::string FragmentShaderColorAA::GetShaderBody() {
+ return SHADER0([]() {
+ void main() {
+ vec4 d4 = min(edge_dist[0], edge_dist[1]);
+ vec2 d2 = min(d4.xz, d4.yw);
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
+ gl_FragColor = color * aa;
+ }
+ });
+}
+
+FragmentShaderCheckerboard::FragmentShaderCheckerboard()
+ : alpha_location_(-1),
+ tex_transform_location_(-1),
+ frequency_location_(-1) {
+}
+
+void FragmentShaderCheckerboard::Init(GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "alpha", "texTransform", "frequency", "color",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ base_uniform_index);
+ alpha_location_ = locations[0];
+ tex_transform_location_ = locations[1];
+ frequency_location_ = locations[2];
+ color_location_ = locations[3];
+}
+
+std::string FragmentShaderCheckerboard::GetShaderString(
+ TexCoordPrecision precision,
+ SamplerType sampler) const {
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
+}
+
+std::string FragmentShaderCheckerboard::GetShaderHead() {
+ return SHADER0([]() {
+ precision mediump float;
+ precision mediump int;
+ varying vec2 v_texCoord;
+ uniform float alpha;
+ uniform float frequency;
+ uniform vec4 texTransform;
+ uniform vec4 color;
+ });
+}
+
+std::string FragmentShaderCheckerboard::GetShaderBody() {
+ // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide"
+ // by Munshi, Ginsburg, Shreiner.
+ return SHADER0([]() {
+ 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); // NOLINT
+ gl_FragColor = mix(color1, color2, picker) * alpha;
+ }
+ });
+}
+
+} // namespace cc
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