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Side by Side Diff: cc/output/program_binding.h

Issue 2612823003: The great shader refactor: Delete all of the subclasses (Closed)
Patch Set: The great shader refactor: Delete all of the subclasses Created 3 years, 11 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 #ifndef CC_OUTPUT_PROGRAM_BINDING_H_ 5 #ifndef CC_OUTPUT_PROGRAM_BINDING_H_
6 #define CC_OUTPUT_PROGRAM_BINDING_H_ 6 #define CC_OUTPUT_PROGRAM_BINDING_H_
7 7
8 #include <string> 8 #include <string>
9 9
10 #include "base/logging.h" 10 #include "base/logging.h"
(...skipping 36 matching lines...) Expand 10 before | Expand all | Expand 10 after
47 47
48 unsigned program_; 48 unsigned program_;
49 unsigned vertex_shader_id_; 49 unsigned vertex_shader_id_;
50 unsigned fragment_shader_id_; 50 unsigned fragment_shader_id_;
51 bool initialized_; 51 bool initialized_;
52 52
53 private: 53 private:
54 DISALLOW_COPY_AND_ASSIGN(ProgramBindingBase); 54 DISALLOW_COPY_AND_ASSIGN(ProgramBindingBase);
55 }; 55 };
56 56
57 template <class VertexShader, class FragmentShader> 57 template <class FragmentShader>
58 class ProgramBinding : public ProgramBindingBase { 58 class ProgramBinding : public ProgramBindingBase {
59 public: 59 public:
60 ProgramBinding() {} 60 ProgramBinding() {}
61 61
62 void Initialize(ContextProvider* context_provider, 62 void InitializeDebugBorderProgram(ContextProvider* context_provider) {
63 TexCoordPrecision precision, 63 vertex_shader_.has_matrix_ = true;
64 SamplerType sampler) { 64
65 return Initialize( 65 fragment_shader_.input_color_type_ = INPUT_COLOR_SOURCE_UNIFORM;
66 context_provider, precision, sampler, BLEND_MODE_NONE, false); 66 fragment_shader_.frag_color_mode_ = FRAG_COLOR_MODE_DEFAULT;
67
68 InitializeInternal(context_provider);
67 } 69 }
68 70
69 void Initialize(ContextProvider* context_provider, 71 void InitializeSolidColorProgram(ContextProvider* context_provider,
70 TexCoordPrecision precision, 72 bool use_aa) {
71 SamplerType sampler, 73 vertex_shader_.position_source_ = POSITION_SOURCE_ATTRIBUTE_INDEXED_UNIFORM;
72 BlendMode blend_mode) { 74 vertex_shader_.has_matrix_ = true;
73 return Initialize( 75 #if defined(OS_ANDROID)
74 context_provider, precision, sampler, blend_mode, false); 76 vertex_shader_.has_dummy_variables_ = true;
77 #endif
78 vertex_shader_.has_aa_ = use_aa;
79
80 fragment_shader_.input_color_type_ = INPUT_COLOR_SOURCE_UNIFORM;
81 fragment_shader_.frag_color_mode_ = FRAG_COLOR_MODE_DEFAULT;
82 fragment_shader_.has_aa_ = use_aa;
83
84 InitializeInternal(context_provider);
75 } 85 }
76 86
77 void Initialize(ContextProvider* context_provider, 87 void InitializeTileProgram(ContextProvider* context_provider,
78 TexCoordPrecision precision, 88 TexCoordPrecision precision,
79 SamplerType sampler, 89 SamplerType sampler,
80 BlendMode blend_mode, 90 AAMode aa_mode,
81 bool mask_for_background) { 91 SwizzleMode swizzle_mode,
92 OpacityMode opacity_mode) {
93 vertex_shader_.position_source_ = POSITION_SOURCE_ATTRIBUTE_INDEXED_UNIFORM;
94 vertex_shader_.tex_coord_source_ = TEX_COORD_SOURCE_ATTRIBUTE;
95 vertex_shader_.tex_coord_transform_ = TEX_COORD_TRANSFORM_VEC4;
96 vertex_shader_.has_matrix_ = true;
97 fragment_shader_.tex_coord_precision_ = precision;
98 fragment_shader_.sampler_type_ = sampler;
99 if (swizzle_mode == DO_SWIZZLE)
100 fragment_shader_.has_swizzle_ = true;
101 if (aa_mode == USE_AA) {
102 vertex_shader_.has_aa_ = true;
103 fragment_shader_.has_aa_ = true;
104 fragment_shader_.has_rgba_fragment_tex_transform_ = true;
105 }
106
107 if (opacity_mode == IS_OPAQUE) {
108 fragment_shader_.frag_color_mode_ = FRAG_COLOR_MODE_OPAQUE;
109 } else {
110 fragment_shader_.has_uniform_alpha_ = true;
111 // TODO(ccameron): Determine if we can always use FRAG_COLOR_MODE_DEFAULT
112 // here.
113 if (aa_mode == NO_AA && swizzle_mode == NO_SWIZZLE)
114 fragment_shader_.frag_color_mode_ = FRAG_COLOR_MODE_APPLY_BLEND_MODE;
115 else
116 fragment_shader_.frag_color_mode_ = FRAG_COLOR_MODE_DEFAULT;
117 }
118
119 InitializeInternal(context_provider);
120 }
121
122 void InitializeTextureProgram(ContextProvider* context_provider,
123 TexCoordPrecision precision,
124 SamplerType sampler,
125 PremultipliedAlphaMode premultiplied_alpha,
126 bool has_background_color) {
127 vertex_shader_.tex_coord_source_ = TEX_COORD_SOURCE_ATTRIBUTE;
128 vertex_shader_.tex_coord_transform_ = TEX_COORD_TRANSFORM_VEC4;
129 vertex_shader_.has_matrix_ = true;
130 vertex_shader_.has_vertex_opacity_ = true;
131 vertex_shader_.use_uniform_arrays_ = true;
132 fragment_shader_.tex_coord_precision_ = precision;
133 fragment_shader_.sampler_type_ = sampler;
134 fragment_shader_.frag_color_mode_ = FRAG_COLOR_MODE_DEFAULT;
135 fragment_shader_.has_varying_alpha_ = true;
136 if (premultiplied_alpha == NON_PREMULTIPLIED_ALPHA)
137 fragment_shader_.has_premultiply_alpha_ = true;
138 fragment_shader_.has_background_color_ = has_background_color;
139 InitializeInternal(context_provider);
140 }
141
142 // TODO(ccameron): Merge |mask_for_background| into MaskMode.
143 void InitializeRenderPassProgram(ContextProvider* context_provider,
144 TexCoordPrecision precision,
145 SamplerType sampler,
146 BlendMode blend_mode,
147 AAMode aa_mode,
148 MaskMode mask_mode,
149 bool mask_for_background,
150 bool has_color_matrix) {
151 vertex_shader_.has_matrix_ = true;
152 if (aa_mode == NO_AA) {
153 vertex_shader_.tex_coord_source_ = TEX_COORD_SOURCE_ATTRIBUTE;
154 vertex_shader_.tex_coord_transform_ = TEX_COORD_TRANSFORM_VEC4;
155 vertex_shader_.has_vertex_opacity_ = true;
156 vertex_shader_.use_uniform_arrays_ = true;
157 } else {
158 vertex_shader_.position_source_ =
159 POSITION_SOURCE_ATTRIBUTE_INDEXED_UNIFORM;
160 vertex_shader_.tex_coord_source_ = TEX_COORD_SOURCE_POSITION;
161 vertex_shader_.tex_coord_transform_ = TEX_COORD_TRANSFORM_TRANSLATED_VEC4;
162 vertex_shader_.has_aa_ = true;
163 fragment_shader_.has_aa_ = true;
164 }
165
166 fragment_shader_.tex_coord_precision_ = precision;
167 fragment_shader_.sampler_type_ = sampler;
168 fragment_shader_.blend_mode_ = blend_mode;
169 fragment_shader_.frag_color_mode_ = FRAG_COLOR_MODE_APPLY_BLEND_MODE;
170 fragment_shader_.has_uniform_alpha_ = true;
171 fragment_shader_.mask_for_background_ = mask_for_background;
172 fragment_shader_.has_color_matrix_ = has_color_matrix;
173 if (mask_mode == HAS_MASK) {
174 fragment_shader_.has_mask_sampler_ = true;
175 fragment_shader_.ignore_sampler_type_ = true;
176 } else {
177 DCHECK(!mask_for_background);
178 }
179
180 InitializeInternal(context_provider);
181 }
182
183 void InitializeVideoStreamProgram(ContextProvider* context_provider,
184 TexCoordPrecision precision) {
185 vertex_shader_.tex_coord_source_ = TEX_COORD_SOURCE_ATTRIBUTE;
186 vertex_shader_.tex_coord_transform_ = TEX_COORD_TRANSFORM_MATRIX;
187 vertex_shader_.has_matrix_ = true;
188
189 fragment_shader_.tex_coord_precision_ = precision;
190 fragment_shader_.sampler_type_ = SAMPLER_TYPE_EXTERNAL_OES;
191 fragment_shader_.frag_color_mode_ = FRAG_COLOR_MODE_DEFAULT;
192
193 InitializeInternal(context_provider);
194 }
195
196 void InitializeVideoYUVProgram(ContextProvider* context_provider,
197 TexCoordPrecision precision,
198 SamplerType sampler,
199 bool use_alpha_plane,
200 bool use_nv12,
201 bool use_color_lut) {
202 vertex_shader_.tex_coord_source_ = TEX_COORD_SOURCE_ATTRIBUTE;
203 vertex_shader_.has_matrix_ = true;
204 vertex_shader_.is_ya_uv_ = true;
205
206 fragment_shader_.tex_coord_precision_ = precision;
207 fragment_shader_.sampler_type_ = sampler;
208 fragment_shader_.SetFeatures(use_alpha_plane, use_nv12, use_color_lut);
209
210 InitializeInternal(context_provider);
211 }
212
213 const VertexShaderBase& vertex_shader() const { return vertex_shader_; }
214 const FragmentShader& fragment_shader() const { return fragment_shader_; }
215
216 private:
217 void InitializeInternal(ContextProvider* context_provider) {
82 DCHECK(context_provider); 218 DCHECK(context_provider);
83 DCHECK(!initialized_); 219 DCHECK(!initialized_);
84 220
85 if (IsContextLost(context_provider->ContextGL())) 221 if (IsContextLost(context_provider->ContextGL()))
86 return; 222 return;
87 223
88 fragment_shader_.set_blend_mode(blend_mode); 224 if (!ProgramBindingBase::Init(context_provider->ContextGL(),
89 fragment_shader_.set_mask_for_background(mask_for_background); 225 vertex_shader_.GetShaderString(),
90 226 fragment_shader_.GetShaderString())) {
91 if (!ProgramBindingBase::Init(
92 context_provider->ContextGL(),
93 vertex_shader_.GetShaderString(),
94 fragment_shader_.GetShaderString(precision, sampler))) {
95 DCHECK(IsContextLost(context_provider->ContextGL())); 227 DCHECK(IsContextLost(context_provider->ContextGL()));
96 return; 228 return;
97 } 229 }
98 230
99 int base_uniform_index = 0; 231 int base_uniform_index = 0;
100 vertex_shader_.Init(context_provider->ContextGL(), 232 vertex_shader_.Init(context_provider->ContextGL(),
101 program_, &base_uniform_index); 233 program_, &base_uniform_index);
102 fragment_shader_.Init(context_provider->ContextGL(), 234 fragment_shader_.Init(context_provider->ContextGL(),
103 program_, &base_uniform_index); 235 program_, &base_uniform_index);
104 236
105 // Link after binding uniforms 237 // Link after binding uniforms
106 if (!Link(context_provider->ContextGL())) { 238 if (!Link(context_provider->ContextGL())) {
107 DCHECK(IsContextLost(context_provider->ContextGL())); 239 DCHECK(IsContextLost(context_provider->ContextGL()));
108 return; 240 return;
109 } 241 }
110 242
111 initialized_ = true; 243 initialized_ = true;
112 } 244 }
113 245
114 const VertexShader& vertex_shader() const { return vertex_shader_; } 246 VertexShaderBase vertex_shader_;
115 const FragmentShader& fragment_shader() const { return fragment_shader_; }
116 FragmentShader* mutable_fragment_shader() { return &fragment_shader_; }
117
118 private:
119 VertexShader vertex_shader_;
120 FragmentShader fragment_shader_; 247 FragmentShader fragment_shader_;
121 248
122 DISALLOW_COPY_AND_ASSIGN(ProgramBinding); 249 DISALLOW_COPY_AND_ASSIGN(ProgramBinding);
123 }; 250 };
124 251
125 } // namespace cc 252 } // namespace cc
126 253
127 #endif // CC_OUTPUT_PROGRAM_BINDING_H_ 254 #endif // CC_OUTPUT_PROGRAM_BINDING_H_
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