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Unified Diff: Source/WebCore/platform/graphics/chromium/VideoLayerChromium.cpp

Issue 6460020: Merge 77608 - 2011-02-03 Victoria Kirst <vrk@google.com>... (Closed) Base URL: http://svn.webkit.org/repository/webkit/branches/chromium/648/
Patch Set: Created 9 years, 10 months ago
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Index: Source/WebCore/platform/graphics/chromium/VideoLayerChromium.cpp
===================================================================
--- Source/WebCore/platform/graphics/chromium/VideoLayerChromium.cpp (revision 78003)
+++ Source/WebCore/platform/graphics/chromium/VideoLayerChromium.cpp (working copy)
@@ -60,6 +60,7 @@
, m_rgbaShaderMatrixLocation(0)
, m_rgbaWidthScaleFactorLocation(0)
, m_ccMatrixLocation(0)
+ , m_signAdjLocation(0)
, m_yTextureLocation(0)
, m_uTextureLocation(0)
, m_vTextureLocation(0)
@@ -96,14 +97,15 @@
"uniform sampler2D u_texture; \n"
"uniform sampler2D v_texture; \n"
"uniform float alpha; \n"
+ "uniform float adj; \n"
"uniform mat3 cc_matrix; \n"
"void main() \n"
"{ \n"
" float y = texture2D(y_texture, v_texCoord).x; \n"
- " float u = texture2D(u_texture, v_texCoord).r - .5; \n"
- " float v = texture2D(v_texture, v_texCoord).r - .5; \n"
+ " float u = texture2D(u_texture, v_texCoord).x - adj; \n"
+ " float v = texture2D(v_texture, v_texCoord).x - adj; \n"
" vec3 rgb = cc_matrix * vec3(y, u, v); \n"
- " gl_FragColor = vec4(rgb.x, rgb.y, rgb.z, 1.0) * alpha; \n"
+ " gl_FragColor = vec4(rgb, float(1)) * alpha; \n"
"} \n";
char rgbaFragmentShaderString[] =
@@ -113,7 +115,7 @@
"uniform float alpha; \n"
"void main() \n"
"{ \n"
- " vec4 texColor = texture2D(rgba_texture, vec2(v_texCoord.x, 1.0 - v_texCoord.y)); \n"
+ " vec4 texColor = texture2D(rgba_texture, vec2(v_texCoord.x, float(1) - v_texCoord.y)); \n"
" gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha; \n"
"} \n";
@@ -135,6 +137,7 @@
m_uTextureLocation = m_context->getUniformLocation(m_yuvShaderProgram, "u_texture");
m_vTextureLocation = m_context->getUniformLocation(m_yuvShaderProgram, "v_texture");
m_ccMatrixLocation = m_context->getUniformLocation(m_yuvShaderProgram, "cc_matrix");
+ m_signAdjLocation = m_context->getUniformLocation(m_yuvShaderProgram, "adj");
m_yuvAlphaLocation = m_context->getUniformLocation(m_yuvShaderProgram, "alpha");
ASSERT(m_yuvShaderMatrixLocation != -1);
@@ -143,6 +146,7 @@
ASSERT(m_uTextureLocation != -1);
ASSERT(m_vTextureLocation != -1);
ASSERT(m_ccMatrixLocation != -1);
+ ASSERT(m_signAdjLocation != -1);
ASSERT(m_yuvAlphaLocation != -1);
m_rgbaShaderMatrixLocation = m_context->getUniformLocation(m_rgbaShaderProgram, "matrix");
@@ -375,6 +379,12 @@
GLC(context, context->uniform1i(sv->uTextureLocation(), 2));
GLC(context, context->uniform1i(sv->vTextureLocation(), 3));
+ // This value of 0.5 maps to 128. It is used in the YUV to RGB conversion
+ // formula to turn unsigned u and v values to signed u and v values.
+ // This is loaded as a uniform because certain drivers have problems
+ // reading literal float values.
+ GLC(context, context->uniform1f(sv->signAdjLocation(), 0.5));
+
GLC(context, context->uniformMatrix3fv(sv->ccMatrixLocation(), 0, const_cast<float*>(yuv2RGB), 1));
drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform(),
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