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

Issue 2674763003: cc: Separate YUV from LUT color conversion (Closed)
Patch Set: More rebaselines Created 3 years, 10 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_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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