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Unified Diff: cc/output/shader.cc

Issue 2463103002: Revert of Fix HTML5 video blurry (Closed)
Patch Set: Created 4 years, 1 month ago
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Index: cc/output/shader.cc
diff --git a/cc/output/shader.cc b/cc/output/shader.cc
index c80ec27c9e5f5b826172c588b05a13afb142c371..b5d163862d14e010aa19d5bcd083278366ed34b4 100644
--- a/cc/output/shader.cc
+++ b/cc/output/shader.cc
@@ -351,7 +351,6 @@
uniform TexCoordPrecision vec4 texTransform[NUM_STATIC_QUADS];
uniform float opacity[NUM_STATIC_QUADS * 4];
varying TexCoordPrecision vec2 v_texCoord;
- varying float v_index;
varying float v_alpha;
});
}
@@ -360,7 +359,6 @@
return SHADER0([]() {
void main() {
int quad_index = int(a_index * 0.25); // NOLINT
- v_index = float(quad_index);
gl_Position = matrix[quad_index] * a_position;
TexCoordPrecision vec4 texTrans = texTransform[quad_index];
v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
@@ -1218,124 +1216,58 @@
locations->backdrop_rect = backdrop_rect_location();
}
-int FragmentTexQuadBase::background_color_location() const {
- return -1;
-}
-
-int FragmentTexQuadBase::tex_clamp_rect_location() const {
- return -1;
-}
-
-void FragmentTexClampBinding::Init(GLES2Interface* context,
- unsigned program,
- int* base_uniform_index) {
- static const char* uniforms[] = {
- "s_texture", "tex_clamp_rect",
- };
- int locations[arraysize(uniforms)];
-
- GetProgramUniformLocations(context, program, arraysize(uniforms), uniforms,
- locations, base_uniform_index);
-
- sampler_location_ = locations[0];
- DCHECK_NE(sampler_location_, -1);
-
- tex_clamp_rect_location_ = locations[1];
- DCHECK_NE(tex_clamp_rect_location_, -1);
-}
-
-int FragmentTexClampBinding::tex_clamp_rect_location() const {
- return tex_clamp_rect_location_;
-}
-
-std::string FragmentShaderRGBATexClampVaryingAlpha::GetShaderString(
+std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
}
-std::string FragmentShaderRGBATexClampVaryingAlpha::GetShaderHead() {
- return base::StringPrintf("#define NUM_STATIC_QUADS %d\n",
- StaticGeometryBinding::NUM_QUADS) +
- SHADER0([]() {
- precision mediump float;
- varying TexCoordPrecision vec2 v_texCoord;
- varying float v_index;
- varying float v_alpha;
- uniform SamplerType s_texture;
- uniform vec4 tex_clamp_rect[NUM_STATIC_QUADS];
- });
-}
-
-std::string FragmentShaderRGBATexClampVaryingAlpha::GetShaderBody() {
- return SHADER0([]() {
- void main() {
- vec2 tex_clamped = max(tex_clamp_rect[int(v_index)].xy,
- min(tex_clamp_rect[int(v_index)].zw, v_texCoord));
- vec4 texColor = TextureLookup(s_texture, tex_clamped);
+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 FragmentShaderRGBATexClampPremultiplyAlpha::GetShaderString(
+std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
}
-std::string FragmentShaderRGBATexClampPremultiplyAlpha::GetShaderHead() {
- return base::StringPrintf("#define NUM_STATIC_QUADS %d\n",
- StaticGeometryBinding::NUM_QUADS) +
- SHADER0([]() {
- precision mediump float;
- varying TexCoordPrecision vec2 v_texCoord;
- varying float v_index;
- varying float v_alpha;
- uniform SamplerType s_texture;
- uniform vec4 tex_clamp_rect[NUM_STATIC_QUADS];
- });
-}
-
-std::string FragmentShaderRGBATexClampPremultiplyAlpha::GetShaderBody() {
- return SHADER0([]() {
- void main() {
- vec2 tex_clamped = max(tex_clamp_rect[int(v_index)].xy,
- min(tex_clamp_rect[int(v_index)].zw, v_texCoord));
- vec4 texColor = TextureLookup(s_texture, tex_clamped);
+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;
}
});
}
-std::string FragmentShaderRGBATexClamp::GetShaderString(
- TexCoordPrecision precision,
- SamplerType sampler) const {
- return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
-}
-
-std::string FragmentShaderRGBATexClamp::GetShaderHead() {
- return SHADER0([]() {
- precision mediump float;
- varying TexCoordPrecision vec2 v_texCoord;
- uniform SamplerType s_texture;
- uniform vec4 tex_clamp_rect;
- });
-}
-
-std::string FragmentShaderRGBATexClamp::GetShaderBody() {
- return SHADER0([]() {
- void main() {
- vec2 tex_clamped =
- max(tex_clamp_rect.xy, min(tex_clamp_rect.zw, v_texCoord));
- gl_FragColor = TextureLookup(s_texture, tex_clamped);
- }
- });
-}
-
FragmentTexBackgroundBinding::FragmentTexBackgroundBinding()
- : background_color_location_(-1) {}
+ : background_color_location_(-1), sampler_location_(-1) {
+}
void FragmentTexBackgroundBinding::Init(GLES2Interface* context,
unsigned program,
@@ -1357,10 +1289,6 @@
background_color_location_ = locations[1];
DCHECK_NE(background_color_location_, -1);
-}
-
-int FragmentTexBackgroundBinding::background_color_location() const {
- return background_color_location_;
}
std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString(
@@ -1436,6 +1364,25 @@
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); }
});
}
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