Index: cc/output/shader.cc |
diff --git a/cc/output/shader.cc b/cc/output/shader.cc |
index 72d89d23c0983ac7ddb3ec44acb0809984f3a80f..d74cb034a77652245481647691a0da95843cae59 100644 |
--- a/cc/output/shader.cc |
+++ b/cc/output/shader.cc |
@@ -15,6 +15,11 @@ |
#define VERTEX_SHADER(Src) SetVertexTexCoordPrecision(SHADER0(Src)) |
#define FRAGMENT_SHADER(Src) SetFragmentTexCoordPrecision( \ |
precision, SetFragmentSamplerType(sampler, SHADER0(Src))) |
+#define FRAGMENT_BLENDMODE_SHADER(Src) \ |
+ SetFragmentTexCoordPrecision( \ |
+ precision, \ |
+ SetFragmentSamplerType(sampler, \ |
+ SetBlendModeFunctions(blend_mode, SHADER0(Src)))) |
using gpu::gles2::GLES2Interface; |
@@ -626,27 +631,353 @@ std::string VertexShaderVideoTransform::GetShaderString() const { |
); // NOLINT(whitespace/parens) |
} |
+const char* FragmentTexBlendMode::kUniformBackdropTexture = "s_backdropTexture"; |
+const char* FragmentTexBlendMode::kUniformBackdropRect = "backdropRect"; |
+ |
+FragmentTexBlendMode::FragmentTexBlendMode() |
+ : backdrop_location_(-1), backdrop_rect_location_(-1) { |
+} |
+ |
+std::string FragmentTexBlendMode::SetBlendModeFunctions( |
+ SkXfermode::Mode blend_mode, |
+ std::string shader_string) { |
+ static const std::string kBlendModeFunctionsPlaceHolder( |
+ "BlendColorFunctions"); |
+ auto placeholder_location = |
+ shader_string.find(kBlendModeFunctionsPlaceHolder); |
+ if (placeholder_location == std::string::npos) |
+ return shader_string; |
+ |
+ static const std::string kFunctionHardLight = SHADER0( |
+ vec3 hardLight(vec4 src, vec4 dst) { |
+ vec3 result; |
+ result.r = (2.0 * src.r <= src.a) |
+ ? (2.0 * src.r * dst.r) |
+ : (src.a * dst.a - 2.0 * (dst.a - dst.r) * (src.a - src.r)); |
+ result.g = (2.0 * src.g <= src.a) |
+ ? (2.0 * src.g * dst.g) |
+ : (src.a * dst.a - 2.0 * (dst.a - dst.g) * (src.a - src.g)); |
+ result.b = (2.0 * src.b <= src.a) |
+ ? (2.0 * src.b * dst.b) |
+ : (src.a * dst.a - 2.0 * (dst.a - dst.b) * (src.a - src.b)); |
+ result.rgb += src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a); |
+ return result; |
+ } |
+ ); |
+ |
+ static const std::string kFunctionColorDodgeComponent = SHADER0( |
+ float getColorDodgeComponent(float srcc, float srca, |
+ float dstc, float dsta) { |
+ if (0.0 == dstc) |
+ return srcc * (1.0 - dsta); |
+ float d = srca - srcc; |
+ if (0.0 == d) |
+ return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca); |
+ d = min(dsta, dstc * srca / d); |
+ return d * srca + srcc * (1.0 - dsta) + dstc * (1.0 - srca); |
+ } |
+ ); |
+ |
+ static const std::string kFunctionColorBurnComponent = SHADER0( |
+ float getColorBurnComponent(float srcc, float srca, |
+ float dstc, float dsta) { |
+ if (dsta == dstc) |
+ return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca); |
+ if (0.0 == srcc) |
+ return dstc * (1.0 - srca); |
+ float d = max(0.0, dsta - (dsta - dstc) * srca / srcc); |
+ return srca * d + srcc * (1.0 - dsta) + dstc * (1.0 - srca); |
+ } |
+ ); |
+ |
+ static const std::string kFunctionSoftLightComponentPosDstAlpha = SHADER0( |
+ float getSoftLightComponent(float srcc, float srca, |
+ float dstc, float dsta) { |
+ if (2.0 * srcc <= srca) { |
+ return (dstc * dstc * (srca - 2.0 * srcc)) / dsta + |
+ (1.0 - dsta) * srcc + dstc * (-srca + 2.0 * srcc + 1.0); |
+ } else if (4.0 * dstc <= dsta) { |
+ float DSqd = dstc * dstc; |
+ float DCub = DSqd * dstc; |
+ float DaSqd = dsta * dsta; |
+ float DaCub = DaSqd * dsta; |
+ return (-DaCub * srcc + |
+ DaSqd * (srcc - dstc * (3.0 * srca - 6.0 * srcc - 1.0)) + |
+ 12.0 * dsta * DSqd * (srca - 2.0 * srcc) - |
+ 16.0 * DCub * (srca - 2.0 * srcc)) / |
+ DaSqd; |
+ } else { |
+ return -sqrt(dsta * dstc) * (srca - 2.0 * srcc) - dsta * srcc + |
+ dstc * (srca - 2.0 * srcc + 1.0) + srcc; |
+ } |
+ } |
+ ); |
+ |
+ static const std::string kFunctionLum = SHADER0( |
+ float luminance(vec3 color) { |
+ return dot(vec3(0.3, 0.59, 0.11), color); |
+ } |
+ vec3 set_luminance(vec3 hueSat, float alpha, vec3 lumColor) { |
+ float diff = luminance(lumColor - hueSat); |
+ vec3 outColor = hueSat + diff; |
+ float outLum = luminance(outColor); |
+ float minComp = min(min(outColor.r, outColor.g), outColor.b); |
+ float maxComp = max(max(outColor.r, outColor.g), outColor.b); |
+ if (minComp < 0.0) { |
+ outColor = outLum + |
+ ((outColor - vec3(outLum, outLum, outLum)) * outLum) / |
+ (outLum - minComp); |
+ } |
+ if (maxComp > alpha) { |
+ outColor = |
+ outLum + |
+ ((outColor - vec3(outLum, outLum, outLum)) * (alpha - outLum)) / |
+ (maxComp - outLum); |
+ } |
+ return outColor; |
+ } |
+ ); |
+ |
+ static const std::string kFunctionSat = SHADER0( |
+ float saturation(vec3 color) { |
+ return max(max(color.r, color.g), color.b) - |
+ min(min(color.r, color.g), color.b); |
+ } |
+ vec3 set_saturation_helper(float minComp, |
+ float midComp, |
+ float maxComp, |
+ float sat) { |
+ if (minComp < maxComp) { |
+ vec3 result; |
+ result.r = 0.0; |
+ result.g = sat * (midComp - minComp) / (maxComp - minComp); |
+ result.b = sat; |
+ return result; |
+ } else { |
+ return vec3(0, 0, 0); |
+ } |
+ } |
+ vec3 set_saturation(vec3 hueLumColor, vec3 satColor) { |
+ float sat = saturation(satColor); |
+ if (hueLumColor.r <= hueLumColor.g) { |
+ if (hueLumColor.g <= hueLumColor.b) { |
+ hueLumColor.rgb = set_saturation_helper( |
+ hueLumColor.r, hueLumColor.g, hueLumColor.b, sat); |
+ } else if (hueLumColor.r <= hueLumColor.b) { |
+ hueLumColor.rbg = set_saturation_helper( |
+ hueLumColor.r, hueLumColor.b, hueLumColor.g, sat); |
+ } else { |
+ hueLumColor.brg = set_saturation_helper( |
+ hueLumColor.b, hueLumColor.r, hueLumColor.g, sat); |
+ } |
+ } else if (hueLumColor.r <= hueLumColor.b) { |
+ hueLumColor.grb = set_saturation_helper( |
+ hueLumColor.g, hueLumColor.r, hueLumColor.b, sat); |
+ } else if (hueLumColor.g <= hueLumColor.b) { |
+ hueLumColor.gbr = set_saturation_helper( |
+ hueLumColor.g, hueLumColor.b, hueLumColor.r, sat); |
+ } else { |
+ hueLumColor.bgr = set_saturation_helper( |
+ hueLumColor.b, hueLumColor.g, hueLumColor.r, sat); |
+ } |
+ return hueLumColor; |
+ } |
+ ); |
+ |
+ static const std::string kHeaderBlending = |
+ std::string("#define BackdropTextureUniform ") + kUniformBackdropTexture + |
+ std::string("\n#define BackdropRectUniform ") + kUniformBackdropRect + |
+ std::string("\n"); |
+ |
+ static const std::string kHeaderNoBlending = "\n#define blendColor(X) X\n"; |
+ |
+ std::string blend_mode_helper_functions; |
+ |
+ static const std::string kCommonHeaderBlendingFunctions = SHADER0( |
+ uniform SamplerType BackdropTextureUniform; |
+ uniform TexCoordPrecision vec4 BackdropRectUniform; |
+ vec4 getBackdropColor() { |
+ TexCoordPrecision vec2 bgTexCoord = |
+ gl_FragCoord.xy - BackdropRectUniform.xy; |
+ bgTexCoord.x /= BackdropRectUniform.z; |
+ bgTexCoord.y /= BackdropRectUniform.w; |
+ return TextureLookup(BackdropTextureUniform, bgTexCoord); |
+ } |
+ vec4 blendColor(vec4 src) { |
+ vec4 dst = getBackdropColor(); |
+ vec4 result; |
+ result.a = src.a + (1.0 - src.a) * dst.a; |
+ // result.rgb will be calculated inside the switch bellow. |
+ ); |
+ |
+ std::string blend_mode_formula_rgb; |
+ |
+ static const std::string kCommonFooterBlendingFunctions = SHADER0( |
+ return result; |
+ } |
+ ); |
+ |
+ switch (blend_mode) { |
+ case SkXfermode::kSrcOver_Mode: |
+ // The default blend mode. |
+ break; |
+ case SkXfermode::kScreen_Mode: |
+ case SkXfermode::kLighten_Mode: |
+ // These blend modes are implemented using coefficients. |
+ NOTREACHED(); |
+ break; |
+ case SkXfermode::kOverlay_Mode: |
+ blend_mode_helper_functions = kFunctionHardLight; |
+ blend_mode_formula_rgb = SHADER0( |
+ result.rgb = hardLight(dst, src); |
+ ); |
+ break; |
+ case SkXfermode::kDarken_Mode: |
+ blend_mode_formula_rgb = SHADER0( |
+ result.rgb = min((1.0 - src.a) * dst.rgb + src.rgb, |
+ (1.0 - dst.a) * src.rgb + dst.rgb); |
+ ); |
+ break; |
+ case SkXfermode::kColorDodge_Mode: |
+ blend_mode_helper_functions = kFunctionColorDodgeComponent; |
+ blend_mode_formula_rgb = SHADER0( |
+ result.r = getColorDodgeComponent(src.r, src.a, dst.r, dst.a); |
+ result.g = getColorDodgeComponent(src.g, src.a, dst.g, dst.a); |
+ result.b = getColorDodgeComponent(src.b, src.a, dst.b, dst.a); |
+ ); |
+ break; |
+ case SkXfermode::kColorBurn_Mode: |
+ blend_mode_helper_functions = kFunctionColorBurnComponent; |
+ blend_mode_formula_rgb = SHADER0( |
+ result.r = getColorBurnComponent(src.r, src.a, dst.r, dst.a); |
+ result.g = getColorBurnComponent(src.g, src.a, dst.g, dst.a); |
+ result.b = getColorBurnComponent(src.b, src.a, dst.b, dst.a); |
+ ); |
+ break; |
+ case SkXfermode::kHardLight_Mode: |
+ blend_mode_helper_functions = kFunctionHardLight; |
+ blend_mode_formula_rgb = SHADER0( |
+ result.rgb = hardLight(src, dst); |
+ ); |
+ break; |
+ case SkXfermode::kSoftLight_Mode: |
+ blend_mode_helper_functions = kFunctionSoftLightComponentPosDstAlpha; |
+ blend_mode_formula_rgb = SHADER0( |
+ if (0.0 == dst.a) { |
+ result.rgba = src; |
+ } else { |
+ result.r = getSoftLightComponent(src.r, src.a, dst.r, dst.a); |
+ result.g = getSoftLightComponent(src.g, src.a, dst.g, dst.a); |
+ result.b = getSoftLightComponent(src.b, src.a, dst.b, dst.a); |
+ } |
+ ); |
+ break; |
+ case SkXfermode::kDifference_Mode: |
+ blend_mode_formula_rgb = SHADER0( |
+ result.rgb = src.rgb + dst.rgb - |
+ 2.0 * min(src.rgb * dst.a, dst.rgb * src.a); |
+ ); |
+ break; |
+ case SkXfermode::kExclusion_Mode: |
+ blend_mode_formula_rgb = SHADER0( |
+ result.rgb = dst.rgb + src.rgb - 2.0 * dst.rgb * src.rgb; |
+ ); |
+ break; |
+ case SkXfermode::kMultiply_Mode: |
+ blend_mode_formula_rgb = SHADER0( |
+ result.rgb = (1.0 - src.a) * dst.rgb + |
+ (1.0 - dst.a) * src.rgb + src.rgb * dst.rgb; |
+ ); |
+ break; |
+ case SkXfermode::kHue_Mode: |
+ blend_mode_helper_functions = kFunctionLum + kFunctionSat; |
+ blend_mode_formula_rgb = SHADER0( |
+ vec4 dstSrcAlpha = dst * src.a; |
+ result.rgb = |
+ set_luminance(set_saturation(src.rgb * dst.a, dstSrcAlpha.rgb), |
+ dstSrcAlpha.a, |
+ dstSrcAlpha.rgb); |
+ result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb; |
+ ); |
+ break; |
+ case SkXfermode::kSaturation_Mode: |
+ blend_mode_helper_functions = kFunctionLum + kFunctionSat; |
+ blend_mode_formula_rgb = SHADER0( |
+ vec4 dstSrcAlpha = dst * src.a; |
+ result.rgb = |
+ set_luminance(set_saturation(dstSrcAlpha.rgb, src.rgb * dst.a), |
+ dstSrcAlpha.a, |
+ dstSrcAlpha.rgb); |
+ result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb; |
+ ); |
+ break; |
+ case SkXfermode::kColor_Mode: |
+ blend_mode_helper_functions = kFunctionLum; |
+ blend_mode_formula_rgb = SHADER0( |
+ vec4 srcDstAlpha = src * dst.a; |
+ result.rgb = |
+ set_luminance(srcDstAlpha.rgb, srcDstAlpha.a, dst.rgb * src.a); |
+ result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb; |
+ ); |
+ break; |
+ case SkXfermode::kLuminosity_Mode: |
+ blend_mode_helper_functions = kFunctionLum; |
+ blend_mode_formula_rgb = SHADER0( |
+ vec4 srcDstAlpha = src * dst.a; |
+ result.rgb = |
+ set_luminance(dst.rgb * src.a, srcDstAlpha.a, srcDstAlpha.rgb); |
+ result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb; |
+ ); |
+ break; |
+ default: |
+ NOTREACHED(); |
+ } |
+ |
+ if (blend_mode_formula_rgb.empty()) { |
+ shader_string.replace(placeholder_location, |
+ kBlendModeFunctionsPlaceHolder.length(), |
+ std::string()); |
+ return kHeaderNoBlending + shader_string; |
+ } |
+ |
+ shader_string.replace( |
enne (OOO)
2014/09/24 22:07:56
This is kind a bit sketchy. Why can't your macro
|
+ placeholder_location, |
+ kBlendModeFunctionsPlaceHolder.length(), |
+ blend_mode_helper_functions + kCommonHeaderBlendingFunctions + |
+ blend_mode_formula_rgb + kCommonFooterBlendingFunctions); |
+ |
+ return kHeaderBlending + shader_string; |
+} |
+ |
FragmentTexAlphaBinding::FragmentTexAlphaBinding() |
: sampler_location_(-1), |
alpha_location_(-1) {} |
void FragmentTexAlphaBinding::Init(GLES2Interface* context, |
unsigned program, |
- int* base_uniform_index) { |
+ int* base_uniform_index, |
+ bool needs_backdrop_texture) { |
static const char* uniforms[] = { |
"s_texture", |
"alpha", |
+ kUniformBackdropTexture, |
+ kUniformBackdropRect |
}; |
int locations[arraysize(uniforms)]; |
+ size_t count = arraysize(uniforms) - (needs_backdrop_texture ? 0 : 2); |
GetProgramUniformLocations(context, |
program, |
- arraysize(uniforms), |
+ count, |
uniforms, |
locations, |
base_uniform_index); |
sampler_location_ = locations[0]; |
alpha_location_ = locations[1]; |
+ if (needs_backdrop_texture) { |
+ backdrop_location_ = locations[2]; |
+ backdrop_rect_location_ = locations[3]; |
+ } |
} |
FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding() |
@@ -657,7 +988,8 @@ FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding() |
void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context, |
unsigned program, |
- int* base_uniform_index) { |
+ int* base_uniform_index, |
+ bool needs_backdrop_texture) { |
static const char* uniforms[] = { |
"s_texture", |
"alpha", |
@@ -699,21 +1031,26 @@ void FragmentTexOpaqueBinding::Init(GLES2Interface* context, |
} |
std::string FragmentShaderRGBATexAlpha::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
- return FRAGMENT_SHADER( |
+ TexCoordPrecision precision, |
+ SamplerType sampler, |
+ SkXfermode::Mode blend_mode) const { |
+ return FRAGMENT_BLENDMODE_SHADER( |
precision mediump float; |
varying TexCoordPrecision vec2 v_texCoord; |
uniform SamplerType s_texture; |
uniform float alpha; |
+ BlendColorFunctions |
void main() { |
vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- gl_FragColor = texColor * alpha; |
+ gl_FragColor = blendColor(texColor) * alpha; |
} |
); // NOLINT(whitespace/parens) |
} |
std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler, |
+ SkXfermode::Mode mode) const { |
return FRAGMENT_SHADER( |
precision mediump float; |
varying TexCoordPrecision vec2 v_texCoord; |
@@ -882,38 +1219,48 @@ FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() |
void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context, |
unsigned program, |
- int* base_uniform_index) { |
+ int* base_uniform_index, |
+ bool needs_backdrop_texture) { |
static const char* uniforms[] = { |
"s_texture", |
"alpha", |
+ kUniformBackdropTexture, |
+ kUniformBackdropRect |
}; |
int locations[arraysize(uniforms)]; |
+ size_t count = arraysize(uniforms) - (needs_backdrop_texture ? 0 : 2); |
GetProgramUniformLocations(context, |
program, |
- arraysize(uniforms), |
+ count, |
uniforms, |
locations, |
base_uniform_index); |
sampler_location_ = locations[0]; |
alpha_location_ = locations[1]; |
+ if (needs_backdrop_texture) { |
+ backdrop_location_ = locations[2]; |
+ backdrop_rect_location_ = locations[3]; |
+ } |
} |
std::string FragmentShaderRGBATexAlphaAA::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
- return FRAGMENT_SHADER( |
+ TexCoordPrecision precision, |
+ SamplerType sampler, |
+ SkXfermode::Mode blend_mode) const { |
+ return FRAGMENT_BLENDMODE_SHADER( |
precision mediump float; |
uniform SamplerType s_texture; |
uniform float alpha; |
varying TexCoordPrecision vec2 v_texCoord; |
varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
+ BlendColorFunctions |
void main() { |
vec4 texColor = TextureLookup(s_texture, v_texCoord); |
vec4 d4 = min(edge_dist[0], edge_dist[1]); |
vec2 d2 = min(d4.xz, d4.yw); |
float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
- gl_FragColor = texColor * alpha * aa; |
+ gl_FragColor = blendColor(texColor) * alpha * aa; |
} |
); // NOLINT(whitespace/parens) |
} |
@@ -999,7 +1346,8 @@ FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() |
void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context, |
unsigned program, |
- int* base_uniform_index) { |
+ int* base_uniform_index, |
+ bool needs_backdrop_texture) { |
static const char* uniforms[] = { |
"s_texture", |
"s_mask", |
@@ -1023,7 +1371,9 @@ void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context, |
} |
std::string FragmentShaderRGBATexAlphaMask::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler, |
+ SkXfermode::Mode mode) const { |
return FRAGMENT_SHADER( |
precision mediump float; |
varying TexCoordPrecision vec2 v_texCoord; |
@@ -1052,7 +1402,8 @@ FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context, |
unsigned program, |
- int* base_uniform_index) { |
+ int* base_uniform_index, |
+ bool needs_backdrop_texture) { |
static const char* uniforms[] = { |
"s_texture", |
"s_mask", |
@@ -1076,7 +1427,9 @@ void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context, |
} |
std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler, |
+ SkXfermode::Mode mode) const { |
return FRAGMENT_SHADER( |
precision mediump float; |
uniform SamplerType s_texture; |
@@ -1113,7 +1466,8 @@ FragmentShaderRGBATexAlphaMaskColorMatrixAA:: |
void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init( |
GLES2Interface* context, |
unsigned program, |
- int* base_uniform_index) { |
+ int* base_uniform_index, |
+ bool needs_backdrop_texture) { |
static const char* uniforms[] = { |
"s_texture", |
"s_mask", |
@@ -1141,7 +1495,9 @@ void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init( |
} |
std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler, |
+ SkXfermode::Mode mode) const { |
return FRAGMENT_SHADER( |
precision mediump float; |
uniform SamplerType s_texture; |
@@ -1181,9 +1537,10 @@ FragmentShaderRGBATexAlphaColorMatrixAA:: |
color_offset_location_(-1) {} |
void FragmentShaderRGBATexAlphaColorMatrixAA::Init( |
- GLES2Interface* context, |
- unsigned program, |
- int* base_uniform_index) { |
+ GLES2Interface* context, |
+ unsigned program, |
+ int* base_uniform_index, |
+ bool needs_backdrop_texture) { |
static const char* uniforms[] = { |
"s_texture", |
"alpha", |
@@ -1205,7 +1562,9 @@ void FragmentShaderRGBATexAlphaColorMatrixAA::Init( |
} |
std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler, |
+ SkXfermode::Mode mode) const { |
return FRAGMENT_SHADER( |
precision mediump float; |
uniform SamplerType s_texture; |
@@ -1240,7 +1599,8 @@ FragmentShaderRGBATexAlphaMaskColorMatrix:: |
void FragmentShaderRGBATexAlphaMaskColorMatrix::Init( |
GLES2Interface* context, |
unsigned program, |
- int* base_uniform_index) { |
+ int* base_uniform_index, |
+ bool needs_backdrop_texture) { |
static const char* uniforms[] = { |
"s_texture", |
"s_mask", |
@@ -1268,7 +1628,9 @@ void FragmentShaderRGBATexAlphaMaskColorMatrix::Init( |
} |
std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler, |
+ SkXfermode::Mode mode) const { |
return FRAGMENT_SHADER( |
precision mediump float; |
varying TexCoordPrecision vec2 v_texCoord; |