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Side by Side Diff: gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc

Issue 2093553005: gpu, cmaa: remove redundant teximage binding (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 6 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved. 1 // Copyright 2016 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa _intel.h" 5 #include "gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa _intel.h"
6 6
7 #include "base/logging.h" 7 #include "base/logging.h"
8 #include "gpu/command_buffer/service/framebuffer_manager.h" 8 #include "gpu/command_buffer/service/framebuffer_manager.h"
9 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" 9 #include "gpu/command_buffer/service/gles2_cmd_decoder.h"
10 #include "ui/gl/gl_context.h" 10 #include "ui/gl/gl_context.h"
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417 // bottom, left) edges; also create depth mask as above depth and mark 417 // bottom, left) edges; also create depth mask as above depth and mark
418 // potential Z sAND also copy source color data but only on edge pixels 418 // potential Z sAND also copy source color data but only on edge pixels
419 glUseProgram(edges_combine_shader_); 419 glUseProgram(edges_combine_shader_);
420 glUniform1f(0, 1.0f); 420 glUniform1f(0, 1.0f);
421 glUniform2f(1, 1.0f / width_, 1.0f / height_); 421 glUniform2f(1, 1.0f / width_, 1.0f / height_);
422 glDepthMask(GL_TRUE); 422 glDepthMask(GL_TRUE);
423 glDepthFunc(GL_ALWAYS); 423 glDepthFunc(GL_ALWAYS);
424 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); 424 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
425 425
426 if (!is_gles31_compatible_) { 426 if (!is_gles31_compatible_) {
427 glUniform1i(edges_combine_shader_result_texture_float4_slot1_, 1);
428 glUniform1i(edges_combine_shader_result_texture_slot2_, 2); 427 glUniform1i(edges_combine_shader_result_texture_slot2_, 2);
429 } 428 }
430 glBindImageTextureEXT(1, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY,
431 GL_RGBA8);
432 glBindImageTextureEXT(2, edge_texture_a, 0, GL_FALSE, 0, GL_WRITE_ONLY, 429 glBindImageTextureEXT(2, edge_texture_a, 0, GL_FALSE, 0, GL_WRITE_ONLY,
433 edge_format); 430 edge_format);
434 431
435 glActiveTexture(GL_TEXTURE1); 432 glActiveTexture(GL_TEXTURE1);
436 glBindTexture(GL_TEXTURE_2D, edge_texture_b); 433 glBindTexture(GL_TEXTURE_2D, edge_texture_b);
437 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 434 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
438 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 435 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
439 436
440 glDrawArrays(GL_TRIANGLES, 0, 3); 437 glDrawArrays(GL_TRIANGLES, 0, 3);
441 } 438 }
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1816 "void main() { \n" 1813 "void main() { \n"
1817 " ivec2 screenPosI = ivec2( gl_FragCoord.xy ); \n" 1814 " ivec2 screenPosI = ivec2( gl_FragCoord.xy ); \n"
1818 " vec4 pixel = texelFetch(inTexture, screenPosI, 0); \n" 1815 " vec4 pixel = texelFetch(inTexture, screenPosI, 0); \n"
1819 "#ifdef OUT_FBO \n" 1816 "#ifdef OUT_FBO \n"
1820 " outColor = pixel; \n" 1817 " outColor = pixel; \n"
1821 "#else \n" 1818 "#else \n"
1822 " imageStore(outTexture, screenPosI, pixel); \n" 1819 " imageStore(outTexture, screenPosI, pixel); \n"
1823 "#endif \n" 1820 "#endif \n"
1824 "} \n"; 1821 "} \n";
1825 1822
1826 } // namespace gpu 1823 } // namespace gpu
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