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| 1 // Copyright 2017 The Chromium Authors. All rights reserved. | 1 // Copyright 2017 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 #include "chrome/browser/android/vr_shell/mailbox_to_surface_bridge.h" | 5 #include "chrome/browser/android/vr_shell/mailbox_to_surface_bridge.h" |
| 6 | 6 |
| 7 #include <string> | 7 #include <string> |
| 8 | 8 |
| 9 #include "base/logging.h" | 9 #include "base/logging.h" |
| 10 #include "base/memory/ptr_util.h" | 10 #include "base/memory/ptr_util.h" |
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| 23 | 23 |
| 24 #include <android/native_window_jni.h> | 24 #include <android/native_window_jni.h> |
| 25 | 25 |
| 26 #define VOID_OFFSET(x) reinterpret_cast<void*>(x) | 26 #define VOID_OFFSET(x) reinterpret_cast<void*>(x) |
| 27 #define SHADER(Src) #Src | 27 #define SHADER(Src) #Src |
| 28 | 28 |
| 29 namespace { | 29 namespace { |
| 30 | 30 |
| 31 /* clang-format off */ | 31 /* clang-format off */ |
| 32 const char kQuadCopyVertex[] = SHADER( | 32 const char kQuadCopyVertex[] = SHADER( |
| 33 precision mediump float; |
| 33 attribute vec4 a_Position; | 34 attribute vec4 a_Position; |
| 34 attribute vec2 a_TexCoordinate; | 35 attribute vec2 a_TexCoordinate; |
| 35 varying vec2 v_TexCoordinate; | 36 varying highp vec2 v_TexCoordinate; |
| 36 void main() { | 37 void main() { |
| 37 v_TexCoordinate = a_TexCoordinate; | 38 v_TexCoordinate = a_TexCoordinate; |
| 38 gl_Position = a_Position; | 39 gl_Position = a_Position; |
| 39 } | 40 } |
| 40 ); | 41 ); |
| 41 | 42 |
| 42 const char kQuadCopyFragment[] = SHADER( | 43 const char kQuadCopyFragment[] = SHADER( |
| 43 precision highp float; | 44 precision highp float; |
| 44 uniform sampler2D u_Texture; | 45 uniform sampler2D u_Texture; |
| 45 varying vec2 v_TexCoordinate; | 46 varying vec2 v_TexCoordinate; |
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| 337 // GL_NEAREST. | 338 // GL_NEAREST. |
| 338 gl_->BindTexture(GL_TEXTURE_2D, texture_handle); | 339 gl_->BindTexture(GL_TEXTURE_2D, texture_handle); |
| 339 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 340 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 340 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 341 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 341 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | 342 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 342 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | 343 gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 343 gl_->DrawArrays(GL_TRIANGLE_FAN, 0, 4); | 344 gl_->DrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| 344 } | 345 } |
| 345 | 346 |
| 346 } // namespace vr_shell | 347 } // namespace vr_shell |
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