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

Issue 2645953007: cc: Add analytic color conversion to shaders (Closed)
Patch Set: 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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259 int uv_texture_location() const { 259 int uv_texture_location() const {
260 return fragment_shader_.uv_texture_location_; 260 return fragment_shader_.uv_texture_location_;
261 } 261 }
262 int a_texture_location() const { 262 int a_texture_location() const {
263 return fragment_shader_.a_texture_location_; 263 return fragment_shader_.a_texture_location_;
264 } 264 }
265 int lut_texture_location() const { 265 int lut_texture_location() const {
266 return fragment_shader_.lut_texture_location_; 266 return fragment_shader_.lut_texture_location_;
267 } 267 }
268 int lut_size_location() const { return fragment_shader_.lut_size_location_; } 268 int lut_size_location() const { return fragment_shader_.lut_size_location_; }
269
270 int color_src_to_dst_primary_matrix_location() const {
271 return fragment_shader_.color_src_to_dst_primary_matrix_location_;
272 }
273 int color_src_to_linear_tr_fn_location() const {
274 return fragment_shader_.color_src_to_linear_tr_fn_location_;
275 }
276 int color_linear_to_dst_tr_fn_location() const {
277 return fragment_shader_.color_linear_to_dst_tr_fn_location_;
278 }
279
269 int yuv_matrix_location() const { 280 int yuv_matrix_location() const {
270 return fragment_shader_.yuv_matrix_location_; 281 return fragment_shader_.yuv_matrix_location_;
271 } 282 }
272 int yuv_adj_location() const { return fragment_shader_.yuv_adj_location_; } 283 int yuv_adj_location() const { return fragment_shader_.yuv_adj_location_; }
273 int ya_clamp_rect_location() const { 284 int ya_clamp_rect_location() const {
274 return fragment_shader_.ya_clamp_rect_location_; 285 return fragment_shader_.ya_clamp_rect_location_;
275 } 286 }
276 int uv_clamp_rect_location() const { 287 int uv_clamp_rect_location() const {
277 return fragment_shader_.uv_clamp_rect_location_; 288 return fragment_shader_.uv_clamp_rect_location_;
278 } 289 }
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423 434
424 VertexShader vertex_shader_; 435 VertexShader vertex_shader_;
425 FragmentShader fragment_shader_; 436 FragmentShader fragment_shader_;
426 437
427 DISALLOW_COPY_AND_ASSIGN(Program); 438 DISALLOW_COPY_AND_ASSIGN(Program);
428 }; 439 };
429 440
430 } // namespace cc 441 } // namespace cc
431 442
432 #endif // CC_OUTPUT_PROGRAM_BINDING_H_ 443 #endif // CC_OUTPUT_PROGRAM_BINDING_H_
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