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

Issue 2622243003: The great shader refactor: Clean up GLRenderer (Closed)
Patch Set: Rebase 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"
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186 fragment_shader_.use_color_lut_ = use_color_lut; 186 fragment_shader_.use_color_lut_ = use_color_lut;
187 fragment_shader_.tex_coord_precision_ = precision; 187 fragment_shader_.tex_coord_precision_ = precision;
188 fragment_shader_.sampler_type_ = sampler; 188 fragment_shader_.sampler_type_ = sampler;
189 189
190 InitializeInternal(context_provider); 190 InitializeInternal(context_provider);
191 } 191 }
192 192
193 const VertexShader& vertex_shader() const { return vertex_shader_; } 193 const VertexShader& vertex_shader() const { return vertex_shader_; }
194 const FragmentShader& fragment_shader() const { return fragment_shader_; } 194 const FragmentShader& fragment_shader() const { return fragment_shader_; }
195 195
196 // Functions for querying uniform locations.
197 int vertex_tex_transform_location() const {
198 return vertex_shader_.vertex_tex_transform_location_;
199 }
200 int tex_matrix_location() const {
201 return vertex_shader_.tex_matrix_location_;
202 }
203 int ya_tex_scale_location() const {
204 return vertex_shader_.ya_tex_scale_location_;
205 }
206 int ya_tex_offset_location() const {
207 return vertex_shader_.ya_tex_offset_location_;
208 }
209 int uv_tex_scale_location() const {
210 return vertex_shader_.uv_tex_scale_location_;
211 }
212 int uv_tex_offset_location() const {
213 return vertex_shader_.uv_tex_offset_location_;
214 }
215 int matrix_location() const { return vertex_shader_.matrix_location_; }
216 int vertex_opacity_location() const {
217 return vertex_shader_.vertex_opacity_location_;
218 }
219 int viewport_location() const { return vertex_shader_.viewport_location_; }
220 int edge_location() const { return vertex_shader_.edge_location_; }
221 int quad_location() const { return vertex_shader_.quad_location_; }
222
223 int sampler_location() const { return fragment_shader_.sampler_location_; }
224 int alpha_location() const { return fragment_shader_.alpha_location_; }
225 int color_location() const { return fragment_shader_.color_location_; }
226 int background_color_location() const {
227 return fragment_shader_.background_color_location_;
228 }
229 int fragment_tex_transform_location() const {
230 return fragment_shader_.fragment_tex_transform_location_;
231 }
232 int backdrop_location() const { return fragment_shader_.backdrop_location_; }
233 int backdrop_rect_location() const {
234 return fragment_shader_.backdrop_rect_location_;
235 }
236 int original_backdrop_location() const {
237 return fragment_shader_.original_backdrop_location_;
238 }
239 int mask_sampler_location() const {
240 return fragment_shader_.mask_sampler_location_;
241 }
242 int mask_tex_coord_scale_location() const {
243 return fragment_shader_.mask_tex_coord_scale_location_;
244 }
245 int mask_tex_coord_offset_location() const {
246 return fragment_shader_.mask_tex_coord_offset_location_;
247 }
248 int color_matrix_location() const {
249 return fragment_shader_.color_matrix_location_;
250 }
251 int color_offset_location() const {
252 return fragment_shader_.color_offset_location_;
253 }
254
196 private: 255 private:
197 void InitializeDebugBorderProgram() { 256 void InitializeDebugBorderProgram() {
198 // Initialize vertex program. 257 // Initialize vertex program.
199 vertex_shader_.has_matrix_ = true; 258 vertex_shader_.has_matrix_ = true;
200 259
201 // Initialize fragment program. 260 // Initialize fragment program.
202 fragment_shader_.input_color_type_ = INPUT_COLOR_SOURCE_UNIFORM; 261 fragment_shader_.input_color_type_ = INPUT_COLOR_SOURCE_UNIFORM;
203 fragment_shader_.frag_color_mode_ = FRAG_COLOR_MODE_DEFAULT; 262 fragment_shader_.frag_color_mode_ = FRAG_COLOR_MODE_DEFAULT;
204 } 263 }
205 264
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326 FragmentShader fragment_shader_; 385 FragmentShader fragment_shader_;
327 386
328 DISALLOW_COPY_AND_ASSIGN(ProgramBinding); 387 DISALLOW_COPY_AND_ASSIGN(ProgramBinding);
329 }; 388 };
330 389
331 typedef ProgramBinding<VertexShaderBase, FragmentShaderBase> Program; 390 typedef ProgramBinding<VertexShaderBase, FragmentShaderBase> Program;
332 391
333 } // namespace cc 392 } // namespace cc
334 393
335 #endif // CC_OUTPUT_PROGRAM_BINDING_H_ 394 #endif // CC_OUTPUT_PROGRAM_BINDING_H_
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