| 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;
|
|
|