Chromium Code Reviews| 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; |