| Index: gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc
|
| diff --git a/gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc b/gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc
|
| index 65eca9ad36afcc8233508bcb22a70cae8970dcdb..71efc7f415fe5b43fcb28a73038de010f7264ada 100644
|
| --- a/gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc
|
| +++ b/gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc
|
| @@ -348,8 +348,7 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
|
|
|
| {
|
| glUseProgram(edges0_shader_);
|
| - glUniform1f(0, 1.0f);
|
| - glUniform2f(1, 1.0f / width_, 1.0f / height_);
|
| + glUniform2f(0, 1.0f / width_, 1.0f / height_);
|
| glDepthMask(GL_TRUE);
|
| glDepthFunc(GL_ALWAYS);
|
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
| @@ -378,8 +377,7 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
|
| // image2D g_resultTexture edge_texture_b image0
|
| {
|
| glUseProgram(edges1_shader_);
|
| - glUniform1f(0, 0.0f);
|
| - glUniform2f(1, 1.0f / width_, 1.0f / height_);
|
| + glUniform2f(0, 1.0f / width_, 1.0f / height_);
|
| glDepthMask(GL_FALSE);
|
| glDepthFunc(GL_LESS);
|
| glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
| @@ -399,9 +397,7 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
|
| }
|
|
|
| // - Combine RightBottom (.xy) edges from previous pass into
|
| - // RightBottomLeftTop (.xyzw) edges and output it into the mask (have to
|
| - // fill in the whole buffer including empty ones for the line length
|
| - // detection to work correctly).
|
| + // RightBottomLeftTop (.xyzw) edges and output it into the mask.
|
| // - On all pixels with any edge, input buffer into a temporary color buffer
|
| // needed for correct blending in the next pass (other pixels not needed
|
| // so not copied to avoid bandwidth use).
|
| @@ -415,13 +411,12 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
|
| // gl_FragDepth mini4_edge_texture_ fbo.depth
|
| {
|
| // Combine edges: each pixel will now contain info on all (top, right,
|
| - // bottom, left) edges; also create depth mask as above depth and mark
|
| - // potential Z sAND also copy source color data but only on edge pixels
|
| + // bottom, left) edges; also mark depth 1 value on all pixels with any edge
|
| + // and also copy source color data but only on edge pixels
|
| glUseProgram(edges_combine_shader_);
|
| - glUniform1f(0, 1.0f);
|
| - glUniform2f(1, 1.0f / width_, 1.0f / height_);
|
| + glUniform2f(0, 1.0f / width_, 1.0f / height_);
|
| glDepthMask(GL_TRUE);
|
| - glDepthFunc(GL_ALWAYS);
|
| + glDepthFunc(GL_LESS);
|
| glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
| if (!is_gles31_compatible_) {
|
| @@ -455,8 +450,7 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
|
| // gl_FragDepth mini4_edge_texture_ fbo.depth
|
| {
|
| glUseProgram(process_and_apply_shader_);
|
| - glUniform1f(0, 0.0f);
|
| - glUniform2f(1, 1.0f / width_, 1.0f / height_);
|
| + glUniform2f(0, 1.0f / width_, 1.0f / height_);
|
| glDepthMask(GL_FALSE);
|
| glDepthFunc(GL_LESS);
|
| glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
| @@ -690,7 +684,6 @@ GLuint ApplyFramebufferAttachmentCMAAINTELResourceManager::CreateShader(
|
| const char ApplyFramebufferAttachmentCMAAINTELResourceManager::vert_str_[] =
|
| SHADER(
|
| precision highp float;
|
| - layout(location = 0) uniform float g_Depth;
|
| // No input data.
|
| // Verts are autogenerated.
|
| //
|
| @@ -703,7 +696,7 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::vert_str_[] =
|
| {
|
| float x = -1.0 + float((gl_VertexID & 1) << 2);
|
| float y = -1.0 + float((gl_VertexID & 2) << 1);
|
| - gl_Position = vec4(x, y, g_Depth, 1.0);
|
| + gl_Position = vec4(x, y, 0.0, 1.0);
|
| }
|
| );
|
|
|
| @@ -716,12 +709,10 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s1_[] =
|
| \n#define EDGE_DETECT_THRESHOLD 13.0f\n
|
| \n#define saturate(x) clamp((x), 0.0, 1.0)\n
|
|
|
| - // bind to location 0
|
| - layout(location = 0) uniform float g_Depth;
|
| // bind to a uniform buffer bind point 0
|
| - layout(location = 1) uniform vec2 g_OneOverScreenSize;
|
| + layout(location = 0) uniform vec2 g_OneOverScreenSize;
|
| \n#ifndef EDGE_DETECT_THRESHOLD\n
|
| - layout(location = 2) uniform float g_ColorThreshold;
|
| + layout(location = 1) uniform float g_ColorThreshold;
|
| \n#endif\n
|
|
|
| \n#ifdef SUPPORTS_USAMPLER2D\n
|
|
|