Index: cc/output/shader.h |
diff --git a/cc/output/shader.h b/cc/output/shader.h |
index c1e4d242d12d485bf7b6e5c1b03d78a246a4e041..0d3899afbc9addc5a228f04e33c32d4823a1fde9 100644 |
--- a/cc/output/shader.h |
+++ b/cc/output/shader.h |
@@ -133,9 +133,10 @@ enum YUVAlphaTextureMode { |
enum ColorConversionMode { |
// No color conversion is performed. |
COLOR_CONVERSION_MODE_NONE, |
- // Conversion is done directly from YUV to output RGB space, via a 3D texture |
- // represented as a 2D texture. |
- COLOR_CONVERSION_MODE_LUT_FROM_YUV, |
+ // Conversion is done directly from input RGB space (or YUV space if |
+ // applicable) to output RGB space, via a 3D texture represented as a 2D |
+ // texture. |
+ COLOR_CONVERSION_MODE_LUT, |
}; |
// TODO(ccameron): Merge this with BlendMode. |
@@ -294,15 +295,14 @@ class FragmentShader { |
int ya_clamp_rect_location_ = -1; |
int uv_clamp_rect_location_ = -1; |
- // Analytic YUV to RGB convertion. |
- int yuv_matrix_location_ = -1; |
- int yuv_adj_location_ = -1; |
+ // This matrix will convert from the values read in the YUV texture to |
+ // RGB (including resource offset and scale). If we are using LUT based |
+ // color conversion, then this will only perform resource offset and scale. |
+ int yuv_and_resource_matrix_location_ = -1; |
// LUT YUV to color-converted RGB. |
int lut_texture_location_ = -1; |
int lut_size_location_ = -1; |
- int resource_multiplier_location_ = -1; |
- int resource_offset_location_ = -1; |
private: |
friend class Program; |