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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_SHADER_H_ | 5 #ifndef CC_OUTPUT_SHADER_H_ |
6 #define CC_OUTPUT_SHADER_H_ | 6 #define CC_OUTPUT_SHADER_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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126 | 126 |
127 enum YUVAlphaTextureMode { | 127 enum YUVAlphaTextureMode { |
128 YUV_ALPHA_TEXTURE_MODE_NA, | 128 YUV_ALPHA_TEXTURE_MODE_NA, |
129 YUV_NO_ALPHA_TEXTURE, | 129 YUV_NO_ALPHA_TEXTURE, |
130 YUV_HAS_ALPHA_TEXTURE, | 130 YUV_HAS_ALPHA_TEXTURE, |
131 }; | 131 }; |
132 | 132 |
133 enum ColorConversionMode { | 133 enum ColorConversionMode { |
134 // No color conversion is performed. | 134 // No color conversion is performed. |
135 COLOR_CONVERSION_MODE_NONE, | 135 COLOR_CONVERSION_MODE_NONE, |
136 // Conversion is done directly from YUV to output RGB space, via a 3D texture | 136 // Conversion is done directly from input RGB space (or YUV space if |
137 // represented as a 2D texture. | 137 // applicable) to output RGB space, via a 3D texture represented as a 2D |
138 COLOR_CONVERSION_MODE_LUT_FROM_YUV, | 138 // texture. |
| 139 COLOR_CONVERSION_MODE_LUT, |
139 }; | 140 }; |
140 | 141 |
141 // TODO(ccameron): Merge this with BlendMode. | 142 // TODO(ccameron): Merge this with BlendMode. |
142 enum FragColorMode { | 143 enum FragColorMode { |
143 FRAG_COLOR_MODE_DEFAULT, | 144 FRAG_COLOR_MODE_DEFAULT, |
144 FRAG_COLOR_MODE_OPAQUE, | 145 FRAG_COLOR_MODE_OPAQUE, |
145 FRAG_COLOR_MODE_APPLY_BLEND_MODE, | 146 FRAG_COLOR_MODE_APPLY_BLEND_MODE, |
146 }; | 147 }; |
147 | 148 |
148 enum MaskMode { | 149 enum MaskMode { |
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287 | 288 |
288 // YUV uniform locations. | 289 // YUV uniform locations. |
289 int y_texture_location_ = -1; | 290 int y_texture_location_ = -1; |
290 int u_texture_location_ = -1; | 291 int u_texture_location_ = -1; |
291 int v_texture_location_ = -1; | 292 int v_texture_location_ = -1; |
292 int uv_texture_location_ = -1; | 293 int uv_texture_location_ = -1; |
293 int a_texture_location_ = -1; | 294 int a_texture_location_ = -1; |
294 int ya_clamp_rect_location_ = -1; | 295 int ya_clamp_rect_location_ = -1; |
295 int uv_clamp_rect_location_ = -1; | 296 int uv_clamp_rect_location_ = -1; |
296 | 297 |
297 // Analytic YUV to RGB convertion. | 298 // This matrix will convert from the values read in the YUV texture to |
298 int yuv_matrix_location_ = -1; | 299 // RGB (including resource offset and scale). If we are using LUT based |
299 int yuv_adj_location_ = -1; | 300 // color conversion, then this will only perform resource offset and scale. |
| 301 int yuv_and_resource_matrix_location_ = -1; |
300 | 302 |
301 // LUT YUV to color-converted RGB. | 303 // LUT YUV to color-converted RGB. |
302 int lut_texture_location_ = -1; | 304 int lut_texture_location_ = -1; |
303 int lut_size_location_ = -1; | 305 int lut_size_location_ = -1; |
304 int resource_multiplier_location_ = -1; | |
305 int resource_offset_location_ = -1; | |
306 | 306 |
307 private: | 307 private: |
308 friend class Program; | 308 friend class Program; |
309 | 309 |
310 std::string GetHelperFunctions() const; | 310 std::string GetHelperFunctions() const; |
311 std::string GetBlendFunction() const; | 311 std::string GetBlendFunction() const; |
312 std::string GetBlendFunctionBodyForAlpha() const; | 312 std::string GetBlendFunctionBodyForAlpha() const; |
313 std::string GetBlendFunctionBodyForRGB() const; | 313 std::string GetBlendFunctionBodyForRGB() const; |
314 | 314 |
315 DISALLOW_COPY_AND_ASSIGN(FragmentShader); | 315 DISALLOW_COPY_AND_ASSIGN(FragmentShader); |
316 }; | 316 }; |
317 | 317 |
318 } // namespace cc | 318 } // namespace cc |
319 | 319 |
320 #endif // CC_OUTPUT_SHADER_H_ | 320 #endif // CC_OUTPUT_SHADER_H_ |
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