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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 |
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| 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; | |
| 355 varying float v_alpha; | 354 varying float v_alpha; |
| 356 }); | 355 }); |
| 357 } | 356 } |
| 358 | 357 |
| 359 std::string VertexShaderPosTexTransform::GetShaderBody() { | 358 std::string VertexShaderPosTexTransform::GetShaderBody() { |
| 360 return SHADER0([]() { | 359 return SHADER0([]() { |
| 361 void main() { | 360 void main() { |
| 362 int quad_index = int(a_index * 0.25); // NOLINT | 361 int quad_index = int(a_index * 0.25); // NOLINT |
| 363 v_index = float(quad_index); | |
| 364 gl_Position = matrix[quad_index] * a_position; | 362 gl_Position = matrix[quad_index] * a_position; |
| 365 TexCoordPrecision vec4 texTrans = texTransform[quad_index]; | 363 TexCoordPrecision vec4 texTrans = texTransform[quad_index]; |
| 366 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; | 364 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
| 367 v_alpha = opacity[int(a_index)]; // NOLINT | 365 v_alpha = opacity[int(a_index)]; // NOLINT |
| 368 } | 366 } |
| 369 }); | 367 }); |
| 370 } | 368 } |
| 371 | 369 |
| 372 void VertexShaderPosTexTransform::FillLocations( | 370 void VertexShaderPosTexTransform::FillLocations( |
| 373 ShaderLocations* locations) const { | 371 ShaderLocations* locations) const { |
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| 1211 void FragmentShaderRGBATexColorMatrixAlpha::FillLocations( | 1209 void FragmentShaderRGBATexColorMatrixAlpha::FillLocations( |
| 1212 ShaderLocations* locations) const { | 1210 ShaderLocations* locations) const { |
| 1213 locations->sampler = sampler_location(); | 1211 locations->sampler = sampler_location(); |
| 1214 locations->alpha = alpha_location(); | 1212 locations->alpha = alpha_location(); |
| 1215 locations->color_matrix = color_matrix_location(); | 1213 locations->color_matrix = color_matrix_location(); |
| 1216 locations->color_offset = color_offset_location(); | 1214 locations->color_offset = color_offset_location(); |
| 1217 locations->backdrop = backdrop_location(); | 1215 locations->backdrop = backdrop_location(); |
| 1218 locations->backdrop_rect = backdrop_rect_location(); | 1216 locations->backdrop_rect = backdrop_rect_location(); |
| 1219 } | 1217 } |
| 1220 | 1218 |
| 1221 int FragmentTexQuadBase::background_color_location() const { | 1219 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( |
| 1222 return -1; | |
| 1223 } | |
| 1224 | |
| 1225 int FragmentTexQuadBase::tex_clamp_rect_location() const { | |
| 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( | |
| 1252 TexCoordPrecision precision, | 1220 TexCoordPrecision precision, |
| 1253 SamplerType sampler) const { | 1221 SamplerType sampler) const { |
| 1254 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1222 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| 1255 } | 1223 } |
| 1256 | 1224 |
| 1257 std::string FragmentShaderRGBATexClampVaryingAlpha::GetShaderHead() { | 1225 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderHead() { |
| 1258 return base::StringPrintf("#define NUM_STATIC_QUADS %d\n", | 1226 return SHADER0([]() { |
| 1259 StaticGeometryBinding::NUM_QUADS) + | 1227 precision mediump float; |
| 1260 SHADER0([]() { | 1228 varying TexCoordPrecision vec2 v_texCoord; |
| 1261 precision mediump float; | 1229 varying float v_alpha; |
| 1262 varying TexCoordPrecision vec2 v_texCoord; | 1230 uniform SamplerType s_texture; |
| 1263 varying float v_index; | 1231 }); |
| 1264 varying float v_alpha; | |
| 1265 uniform SamplerType s_texture; | |
| 1266 uniform vec4 tex_clamp_rect[NUM_STATIC_QUADS]; | |
| 1267 }); | |
| 1268 } | 1232 } |
| 1269 | 1233 |
| 1270 std::string FragmentShaderRGBATexClampVaryingAlpha::GetShaderBody() { | 1234 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderBody() { |
| 1271 return SHADER0([]() { | 1235 return SHADER0([]() { |
| 1272 void main() { | 1236 void main() { |
| 1273 vec2 tex_clamped = max(tex_clamp_rect[int(v_index)].xy, | 1237 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 1274 min(tex_clamp_rect[int(v_index)].zw, v_texCoord)); | |
| 1275 vec4 texColor = TextureLookup(s_texture, tex_clamped); | |
| 1276 gl_FragColor = texColor * v_alpha; | 1238 gl_FragColor = texColor * v_alpha; |
| 1277 } | 1239 } |
| 1278 }); | 1240 }); |
| 1279 } | 1241 } |
| 1280 | 1242 |
| 1281 std::string FragmentShaderRGBATexClampPremultiplyAlpha::GetShaderString( | 1243 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString( |
| 1282 TexCoordPrecision precision, | 1244 TexCoordPrecision precision, |
| 1283 SamplerType sampler) const { | 1245 SamplerType sampler) const { |
| 1284 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1246 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| 1285 } | 1247 } |
| 1286 | 1248 |
| 1287 std::string FragmentShaderRGBATexClampPremultiplyAlpha::GetShaderHead() { | 1249 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderHead() { |
| 1288 return base::StringPrintf("#define NUM_STATIC_QUADS %d\n", | 1250 return SHADER0([]() { |
| 1289 StaticGeometryBinding::NUM_QUADS) + | 1251 precision mediump float; |
| 1290 SHADER0([]() { | 1252 varying TexCoordPrecision vec2 v_texCoord; |
| 1291 precision mediump float; | 1253 varying float v_alpha; |
| 1292 varying TexCoordPrecision vec2 v_texCoord; | 1254 uniform SamplerType s_texture; |
| 1293 varying float v_index; | 1255 }); |
| 1294 varying float v_alpha; | |
| 1295 uniform SamplerType s_texture; | |
| 1296 uniform vec4 tex_clamp_rect[NUM_STATIC_QUADS]; | |
| 1297 }); | |
| 1298 } | 1256 } |
| 1299 | 1257 |
| 1300 std::string FragmentShaderRGBATexClampPremultiplyAlpha::GetShaderBody() { | 1258 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderBody() { |
| 1301 return SHADER0([]() { | 1259 return SHADER0([]() { |
| 1302 void main() { | 1260 void main() { |
| 1303 vec2 tex_clamped = max(tex_clamp_rect[int(v_index)].xy, | 1261 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 1304 min(tex_clamp_rect[int(v_index)].zw, v_texCoord)); | |
| 1305 vec4 texColor = TextureLookup(s_texture, tex_clamped); | |
| 1306 texColor.rgb *= texColor.a; | 1262 texColor.rgb *= texColor.a; |
| 1307 gl_FragColor = texColor * v_alpha; | 1263 gl_FragColor = texColor * v_alpha; |
| 1308 } | 1264 } |
| 1309 }); | 1265 }); |
| 1310 } | 1266 } |
| 1311 | 1267 |
| 1312 std::string FragmentShaderRGBATexClamp::GetShaderString( | 1268 FragmentTexBackgroundBinding::FragmentTexBackgroundBinding() |
| 1313 TexCoordPrecision precision, | 1269 : background_color_location_(-1), sampler_location_(-1) { |
| 1314 SamplerType sampler) const { | |
| 1315 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
| 1316 } | 1270 } |
| 1317 | 1271 |
| 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 | |
| 1337 FragmentTexBackgroundBinding::FragmentTexBackgroundBinding() | |
| 1338 : background_color_location_(-1) {} | |
| 1339 | |
| 1340 void FragmentTexBackgroundBinding::Init(GLES2Interface* context, | 1272 void FragmentTexBackgroundBinding::Init(GLES2Interface* context, |
| 1341 unsigned program, | 1273 unsigned program, |
| 1342 int* base_uniform_index) { | 1274 int* base_uniform_index) { |
| 1343 static const char* uniforms[] = { | 1275 static const char* uniforms[] = { |
| 1344 "s_texture", "background_color", | 1276 "s_texture", "background_color", |
| 1345 }; | 1277 }; |
| 1346 int locations[arraysize(uniforms)]; | 1278 int locations[arraysize(uniforms)]; |
| 1347 | 1279 |
| 1348 GetProgramUniformLocations(context, | 1280 GetProgramUniformLocations(context, |
| 1349 program, | 1281 program, |
| 1350 arraysize(uniforms), | 1282 arraysize(uniforms), |
| 1351 uniforms, | 1283 uniforms, |
| 1352 locations, | 1284 locations, |
| 1353 base_uniform_index); | 1285 base_uniform_index); |
| 1354 | 1286 |
| 1355 sampler_location_ = locations[0]; | 1287 sampler_location_ = locations[0]; |
| 1356 DCHECK_NE(sampler_location_, -1); | 1288 DCHECK_NE(sampler_location_, -1); |
| 1357 | 1289 |
| 1358 background_color_location_ = locations[1]; | 1290 background_color_location_ = locations[1]; |
| 1359 DCHECK_NE(background_color_location_, -1); | 1291 DCHECK_NE(background_color_location_, -1); |
| 1360 } | 1292 } |
| 1361 | 1293 |
| 1362 int FragmentTexBackgroundBinding::background_color_location() const { | |
| 1363 return background_color_location_; | |
| 1364 } | |
| 1365 | |
| 1366 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString( | 1294 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString( |
| 1367 TexCoordPrecision precision, | 1295 TexCoordPrecision precision, |
| 1368 SamplerType sampler) const { | 1296 SamplerType sampler) const { |
| 1369 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1297 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| 1370 } | 1298 } |
| 1371 | 1299 |
| 1372 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderHead() { | 1300 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderHead() { |
| 1373 return SHADER0([]() { | 1301 return SHADER0([]() { |
| 1374 precision mediump float; | 1302 precision mediump float; |
| 1375 varying TexCoordPrecision vec2 v_texCoord; | 1303 varying TexCoordPrecision vec2 v_texCoord; |
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| 1432 | 1360 |
| 1433 std::string FragmentShaderRGBATexOpaque::GetShaderBody() { | 1361 std::string FragmentShaderRGBATexOpaque::GetShaderBody() { |
| 1434 return SHADER0([]() { | 1362 return SHADER0([]() { |
| 1435 void main() { | 1363 void main() { |
| 1436 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1364 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 1437 gl_FragColor = vec4(texColor.rgb, 1.0); | 1365 gl_FragColor = vec4(texColor.rgb, 1.0); |
| 1438 } | 1366 } |
| 1439 }); | 1367 }); |
| 1440 } | 1368 } |
| 1441 | 1369 |
| 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 |
| 1442 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString( | 1389 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString( |
| 1443 TexCoordPrecision precision, | 1390 TexCoordPrecision precision, |
| 1444 SamplerType sampler) const { | 1391 SamplerType sampler) const { |
| 1445 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1392 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| 1446 } | 1393 } |
| 1447 | 1394 |
| 1448 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderHead() { | 1395 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderHead() { |
| 1449 return SHADER0([]() { | 1396 return SHADER0([]() { |
| 1450 precision mediump float; | 1397 precision mediump float; |
| 1451 varying TexCoordPrecision vec2 v_texCoord; | 1398 varying TexCoordPrecision vec2 v_texCoord; |
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| 2305 void main() { | 2252 void main() { |
| 2306 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 2253 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| 2307 vec2 d2 = min(d4.xz, d4.yw); | 2254 vec2 d2 = min(d4.xz, d4.yw); |
| 2308 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 2255 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| 2309 gl_FragColor = color * aa; | 2256 gl_FragColor = color * aa; |
| 2310 } | 2257 } |
| 2311 }); | 2258 }); |
| 2312 } | 2259 } |
| 2313 | 2260 |
| 2314 } // namespace cc | 2261 } // namespace cc |
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