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Issue 2418173002: Fix HTML5 video blurry (Closed)
Patch Set: resolve reviewer's concerns Created 4 years, 2 months ago
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1 // Copyright 2011 The Chromium Authors. All rights reserved. 1 // Copyright 2011 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 "cc/output/shader.h" 5 #include "cc/output/shader.h"
6 6
7 #include <stddef.h> 7 #include <stddef.h>
8 8
9 #include <algorithm> 9 #include <algorithm>
10 10
(...skipping 333 matching lines...) Expand 10 before | Expand all | Expand 10 after
344 344
345 std::string VertexShaderPosTexTransform::GetShaderHead() { 345 std::string VertexShaderPosTexTransform::GetShaderHead() {
346 return SHADER0([]() { 346 return SHADER0([]() {
347 attribute vec4 a_position; 347 attribute vec4 a_position;
348 attribute TexCoordPrecision vec2 a_texCoord; 348 attribute TexCoordPrecision vec2 a_texCoord;
349 attribute float a_index; 349 attribute float a_index;
350 uniform mat4 matrix[NUM_STATIC_QUADS]; 350 uniform mat4 matrix[NUM_STATIC_QUADS];
351 uniform TexCoordPrecision vec4 texTransform[NUM_STATIC_QUADS]; 351 uniform TexCoordPrecision vec4 texTransform[NUM_STATIC_QUADS];
352 uniform float opacity[NUM_STATIC_QUADS * 4]; 352 uniform float opacity[NUM_STATIC_QUADS * 4];
353 varying TexCoordPrecision vec2 v_texCoord; 353 varying TexCoordPrecision vec2 v_texCoord;
354 varying float v_index;
354 varying float v_alpha; 355 varying float v_alpha;
355 }); 356 });
356 } 357 }
357 358
358 std::string VertexShaderPosTexTransform::GetShaderBody() { 359 std::string VertexShaderPosTexTransform::GetShaderBody() {
359 return SHADER0([]() { 360 return SHADER0([]() {
360 void main() { 361 void main() {
361 int quad_index = int(a_index * 0.25); // NOLINT 362 int quad_index = int(a_index * 0.25); // NOLINT
363 v_index = float(quad_index);
362 gl_Position = matrix[quad_index] * a_position; 364 gl_Position = matrix[quad_index] * a_position;
363 TexCoordPrecision vec4 texTrans = texTransform[quad_index]; 365 TexCoordPrecision vec4 texTrans = texTransform[quad_index];
364 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; 366 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
365 v_alpha = opacity[int(a_index)]; // NOLINT 367 v_alpha = opacity[int(a_index)]; // NOLINT
366 } 368 }
367 }); 369 });
368 } 370 }
369 371
370 void VertexShaderPosTexTransform::FillLocations( 372 void VertexShaderPosTexTransform::FillLocations(
371 ShaderLocations* locations) const { 373 ShaderLocations* locations) const {
(...skipping 837 matching lines...) Expand 10 before | Expand all | Expand 10 after
1209 void FragmentShaderRGBATexColorMatrixAlpha::FillLocations( 1211 void FragmentShaderRGBATexColorMatrixAlpha::FillLocations(
1210 ShaderLocations* locations) const { 1212 ShaderLocations* locations) const {
1211 locations->sampler = sampler_location(); 1213 locations->sampler = sampler_location();
1212 locations->alpha = alpha_location(); 1214 locations->alpha = alpha_location();
1213 locations->color_matrix = color_matrix_location(); 1215 locations->color_matrix = color_matrix_location();
1214 locations->color_offset = color_offset_location(); 1216 locations->color_offset = color_offset_location();
1215 locations->backdrop = backdrop_location(); 1217 locations->backdrop = backdrop_location();
1216 locations->backdrop_rect = backdrop_rect_location(); 1218 locations->backdrop_rect = backdrop_rect_location();
1217 } 1219 }
1218 1220
1219 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( 1221 int FragmentTexQuadBase::background_color_location() const {
1222 return -1;
1223 }
1224
1225 int FragmentTexQuadBase::tex_clamp_rect_location() const {
dshwang 2016/10/21 13:26:21 When TextureQuad has background color, this locati
1226 return -1;
1227 }
1228
1229 void FragmentTexClampBinding::Init(GLES2Interface* context,
1230 unsigned program,
1231 int* base_uniform_index) {
1232 static const char* uniforms[] = {
1233 "s_texture", "tex_clamp_rect",
1234 };
1235 int locations[arraysize(uniforms)];
1236
1237 GetProgramUniformLocations(context, program, arraysize(uniforms), uniforms,
1238 locations, base_uniform_index);
1239
1240 sampler_location_ = locations[0];
1241 DCHECK_NE(sampler_location_, -1);
1242
1243 tex_clamp_rect_location_ = locations[1];
1244 DCHECK_NE(tex_clamp_rect_location_, -1);
1245 }
1246
1247 int FragmentTexClampBinding::tex_clamp_rect_location() const {
1248 return tex_clamp_rect_location_;
1249 }
1250
1251 std::string FragmentShaderRGBATexClampVaryingAlpha::GetShaderString(
1220 TexCoordPrecision precision, 1252 TexCoordPrecision precision,
1221 SamplerType sampler) const { 1253 SamplerType sampler) const {
1222 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); 1254 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1223 } 1255 }
1224 1256
1225 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderHead() { 1257 std::string FragmentShaderRGBATexClampVaryingAlpha::GetShaderHead() {
1226 return SHADER0([]() { 1258 return base::StringPrintf("#define NUM_STATIC_QUADS %d\n",
1227 precision mediump float; 1259 StaticGeometryBinding::NUM_QUADS) +
1228 varying TexCoordPrecision vec2 v_texCoord; 1260 SHADER0([]() {
1229 varying float v_alpha; 1261 precision mediump float;
1230 uniform SamplerType s_texture; 1262 varying TexCoordPrecision vec2 v_texCoord;
1231 }); 1263 varying float v_index;
1264 varying float v_alpha;
1265 uniform SamplerType s_texture;
1266 uniform vec4 tex_clamp_rect[NUM_STATIC_QUADS];
1267 });
1232 } 1268 }
1233 1269
1234 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderBody() { 1270 std::string FragmentShaderRGBATexClampVaryingAlpha::GetShaderBody() {
1235 return SHADER0([]() { 1271 return SHADER0([]() {
1236 void main() { 1272 void main() {
1237 vec4 texColor = TextureLookup(s_texture, v_texCoord); 1273 vec2 tex_clamped = max(tex_clamp_rect[int(v_index)].xy,
1274 min(tex_clamp_rect[int(v_index)].zw, v_texCoord));
1275 vec4 texColor = TextureLookup(s_texture, tex_clamped);
1238 gl_FragColor = texColor * v_alpha; 1276 gl_FragColor = texColor * v_alpha;
1239 } 1277 }
1240 }); 1278 });
1241 } 1279 }
1242 1280
1243 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString( 1281 std::string FragmentShaderRGBATexClampPremultiplyAlpha::GetShaderString(
1244 TexCoordPrecision precision, 1282 TexCoordPrecision precision,
1245 SamplerType sampler) const { 1283 SamplerType sampler) const {
1246 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); 1284 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1247 } 1285 }
1248 1286
1249 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderHead() { 1287 std::string FragmentShaderRGBATexClampPremultiplyAlpha::GetShaderHead() {
1250 return SHADER0([]() { 1288 return base::StringPrintf("#define NUM_STATIC_QUADS %d\n",
1251 precision mediump float; 1289 StaticGeometryBinding::NUM_QUADS) +
1252 varying TexCoordPrecision vec2 v_texCoord; 1290 SHADER0([]() {
1253 varying float v_alpha; 1291 precision mediump float;
1254 uniform SamplerType s_texture; 1292 varying TexCoordPrecision vec2 v_texCoord;
1255 }); 1293 varying float v_index;
1294 varying float v_alpha;
1295 uniform SamplerType s_texture;
1296 uniform vec4 tex_clamp_rect[NUM_STATIC_QUADS];
1297 });
1256 } 1298 }
1257 1299
1258 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderBody() { 1300 std::string FragmentShaderRGBATexClampPremultiplyAlpha::GetShaderBody() {
1259 return SHADER0([]() { 1301 return SHADER0([]() {
1260 void main() { 1302 void main() {
1261 vec4 texColor = TextureLookup(s_texture, v_texCoord); 1303 vec2 tex_clamped = max(tex_clamp_rect[int(v_index)].xy,
1304 min(tex_clamp_rect[int(v_index)].zw, v_texCoord));
1305 vec4 texColor = TextureLookup(s_texture, tex_clamped);
1262 texColor.rgb *= texColor.a; 1306 texColor.rgb *= texColor.a;
1263 gl_FragColor = texColor * v_alpha; 1307 gl_FragColor = texColor * v_alpha;
1264 } 1308 }
1265 }); 1309 });
1266 } 1310 }
1267 1311
1312 std::string FragmentShaderRGBATexClamp::GetShaderString(
1313 TexCoordPrecision precision,
1314 SamplerType sampler) const {
1315 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1316 }
1317
1318 std::string FragmentShaderRGBATexClamp::GetShaderHead() {
1319 return SHADER0([]() {
1320 precision mediump float;
1321 varying TexCoordPrecision vec2 v_texCoord;
1322 uniform SamplerType s_texture;
1323 uniform vec4 tex_clamp_rect;
1324 });
1325 }
1326
1327 std::string FragmentShaderRGBATexClamp::GetShaderBody() {
1328 return SHADER0([]() {
1329 void main() {
1330 vec2 tex_clamped =
1331 max(tex_clamp_rect.xy, min(tex_clamp_rect.zw, v_texCoord));
1332 gl_FragColor = TextureLookup(s_texture, tex_clamped);
1333 }
1334 });
1335 }
1336
1268 FragmentTexBackgroundBinding::FragmentTexBackgroundBinding() 1337 FragmentTexBackgroundBinding::FragmentTexBackgroundBinding()
1269 : background_color_location_(-1), sampler_location_(-1) { 1338 : background_color_location_(-1) {}
1270 }
1271 1339
1272 void FragmentTexBackgroundBinding::Init(GLES2Interface* context, 1340 void FragmentTexBackgroundBinding::Init(GLES2Interface* context,
1273 unsigned program, 1341 unsigned program,
1274 int* base_uniform_index) { 1342 int* base_uniform_index) {
1275 static const char* uniforms[] = { 1343 static const char* uniforms[] = {
1276 "s_texture", "background_color", 1344 "s_texture", "background_color",
1277 }; 1345 };
1278 int locations[arraysize(uniforms)]; 1346 int locations[arraysize(uniforms)];
1279 1347
1280 GetProgramUniformLocations(context, 1348 GetProgramUniformLocations(context,
1281 program, 1349 program,
1282 arraysize(uniforms), 1350 arraysize(uniforms),
1283 uniforms, 1351 uniforms,
1284 locations, 1352 locations,
1285 base_uniform_index); 1353 base_uniform_index);
1286 1354
1287 sampler_location_ = locations[0]; 1355 sampler_location_ = locations[0];
1288 DCHECK_NE(sampler_location_, -1); 1356 DCHECK_NE(sampler_location_, -1);
1289 1357
1290 background_color_location_ = locations[1]; 1358 background_color_location_ = locations[1];
1291 DCHECK_NE(background_color_location_, -1); 1359 DCHECK_NE(background_color_location_, -1);
1292 } 1360 }
1293 1361
1362 int FragmentTexBackgroundBinding::background_color_location() const {
1363 return background_color_location_;
1364 }
1365
1294 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString( 1366 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString(
1295 TexCoordPrecision precision, 1367 TexCoordPrecision precision,
1296 SamplerType sampler) const { 1368 SamplerType sampler) const {
1297 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); 1369 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1298 } 1370 }
1299 1371
1300 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderHead() { 1372 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderHead() {
1301 return SHADER0([]() { 1373 return SHADER0([]() {
1302 precision mediump float; 1374 precision mediump float;
1303 varying TexCoordPrecision vec2 v_texCoord; 1375 varying TexCoordPrecision vec2 v_texCoord;
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1360 1432
1361 std::string FragmentShaderRGBATexOpaque::GetShaderBody() { 1433 std::string FragmentShaderRGBATexOpaque::GetShaderBody() {
1362 return SHADER0([]() { 1434 return SHADER0([]() {
1363 void main() { 1435 void main() {
1364 vec4 texColor = TextureLookup(s_texture, v_texCoord); 1436 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1365 gl_FragColor = vec4(texColor.rgb, 1.0); 1437 gl_FragColor = vec4(texColor.rgb, 1.0);
1366 } 1438 }
1367 }); 1439 });
1368 } 1440 }
1369 1441
1370 std::string FragmentShaderRGBATex::GetShaderString(TexCoordPrecision precision,
1371 SamplerType sampler) const {
1372 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1373 }
1374
1375 std::string FragmentShaderRGBATex::GetShaderHead() {
1376 return SHADER0([]() {
1377 precision mediump float;
1378 varying TexCoordPrecision vec2 v_texCoord;
1379 uniform SamplerType s_texture;
1380 });
1381 }
1382
1383 std::string FragmentShaderRGBATex::GetShaderBody() {
1384 return SHADER0([]() {
1385 void main() { gl_FragColor = TextureLookup(s_texture, v_texCoord); }
1386 });
1387 }
1388
1389 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString( 1442 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString(
1390 TexCoordPrecision precision, 1443 TexCoordPrecision precision,
1391 SamplerType sampler) const { 1444 SamplerType sampler) const {
1392 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); 1445 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1393 } 1446 }
1394 1447
1395 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderHead() { 1448 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderHead() {
1396 return SHADER0([]() { 1449 return SHADER0([]() {
1397 precision mediump float; 1450 precision mediump float;
1398 varying TexCoordPrecision vec2 v_texCoord; 1451 varying TexCoordPrecision vec2 v_texCoord;
(...skipping 853 matching lines...) Expand 10 before | Expand all | Expand 10 after
2252 void main() { 2305 void main() {
2253 vec4 d4 = min(edge_dist[0], edge_dist[1]); 2306 vec4 d4 = min(edge_dist[0], edge_dist[1]);
2254 vec2 d2 = min(d4.xz, d4.yw); 2307 vec2 d2 = min(d4.xz, d4.yw);
2255 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); 2308 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
2256 gl_FragColor = color * aa; 2309 gl_FragColor = color * aa;
2257 } 2310 }
2258 }); 2311 });
2259 } 2312 }
2260 2313
2261 } // namespace cc 2314 } // namespace cc
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