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Unified Diff: cc/output/shader.cc

Issue 881963002: Clamp YUV videos to their visible size in the shader (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Add test, fix bugs Created 5 years, 11 months ago
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Index: cc/output/shader.cc
diff --git a/cc/output/shader.cc b/cc/output/shader.cc
index 5bc704497ca5b63c24547ac5d9ea15092783b454..21361482edaba57b042089e334a65a055db14116 100644
--- a/cc/output/shader.cc
+++ b/cc/output/shader.cc
@@ -191,7 +191,9 @@ std::string VertexShaderPosTex::GetShaderString() const {
}
VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset()
- : matrix_location_(-1), tex_scale_location_(-1), tex_offset_location_(-1) {
+ : matrix_location_(-1),
+ tex_scale_location_(-1),
+ tex_offset_location_(-1) {
}
void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context,
@@ -217,8 +219,7 @@ std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const {
// clang-format off
return VERTEX_SHADER(
// clang-format on
- precision mediump float;
- attribute vec4 a_position;
+ precision mediump float; attribute vec4 a_position;
danakj 2015/02/02 18:43:03 ?
attribute TexCoordPrecision vec2 a_texCoord;
uniform mat4 matrix;
varying TexCoordPrecision vec2 v_texCoord;
@@ -1741,15 +1742,20 @@ FragmentShaderYUVVideo::FragmentShaderYUVVideo()
v_texture_location_(-1),
alpha_location_(-1),
yuv_matrix_location_(-1),
- yuv_adj_location_(-1) {
+ yuv_adj_location_(-1),
+ clamp_rect_location_(-1) {
}
void FragmentShaderYUVVideo::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
- static const char* uniforms[] = {
- "y_texture", "u_texture", "v_texture", "alpha", "yuv_matrix", "yuv_adj",
- };
+ static const char* uniforms[] = {"y_texture",
+ "u_texture",
+ "v_texture",
+ "alpha",
+ "yuv_matrix",
+ "yuv_adj",
+ "clamp_rect"};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
@@ -1764,6 +1770,7 @@ void FragmentShaderYUVVideo::Init(GLES2Interface* context,
alpha_location_ = locations[3];
yuv_matrix_location_ = locations[4];
yuv_adj_location_ = locations[5];
+ clamp_rect_location_ = locations[6];
}
std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision,
@@ -1780,10 +1787,12 @@ std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision,
uniform float alpha;
uniform vec3 yuv_adj;
uniform mat3 yuv_matrix;
+ uniform vec4 clamp_rect;
void main() {
- float y_raw = TextureLookup(y_texture, v_texCoord).x;
- float u_unsigned = TextureLookup(u_texture, v_texCoord).x;
- float v_unsigned = TextureLookup(v_texture, v_texCoord).x;
+ vec2 clamped = max(clamp_rect.xy, min(clamp_rect.zw, v_texCoord));
enne (OOO) 2015/01/31 01:32:14 I moved the clamping from the vertex to the fragme
+ float y_raw = TextureLookup(y_texture, clamped).x;
+ float u_unsigned = TextureLookup(u_texture, clamped).x;
+ float v_unsigned = TextureLookup(v_texture, clamped).x;
vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
vec3 rgb = yuv_matrix * yuv;
gl_FragColor = vec4(rgb, 1.0) * alpha;
@@ -1814,6 +1823,7 @@ void FragmentShaderYUVAVideo::Init(GLES2Interface* context,
"alpha",
"cc_matrix",
"yuv_adj",
+ "clamp_rect",
};
int locations[arraysize(uniforms)];
@@ -1830,6 +1840,7 @@ void FragmentShaderYUVAVideo::Init(GLES2Interface* context,
alpha_location_ = locations[4];
yuv_matrix_location_ = locations[5];
yuv_adj_location_ = locations[6];
+ clamp_rect_location_ = locations[7];
}
std::string FragmentShaderYUVAVideo::GetShaderString(
@@ -1848,11 +1859,13 @@ std::string FragmentShaderYUVAVideo::GetShaderString(
uniform float alpha;
uniform vec3 yuv_adj;
uniform mat3 yuv_matrix;
+ uniform vec4 clamp_rect;
void main() {
- float y_raw = TextureLookup(y_texture, v_texCoord).x;
- float u_unsigned = TextureLookup(u_texture, v_texCoord).x;
- float v_unsigned = TextureLookup(v_texture, v_texCoord).x;
- float a_raw = TextureLookup(a_texture, v_texCoord).x;
+ vec2 clamped = max(clamp_rect.xy, min(clamp_rect.zw, v_texCoord));
+ float y_raw = TextureLookup(y_texture, clamped).x;
+ float u_unsigned = TextureLookup(u_texture, clamped).x;
+ float v_unsigned = TextureLookup(v_texture, clamped).x;
+ float a_raw = TextureLookup(a_texture, clamped).x;
vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
vec3 rgb = yuv_matrix * yuv;
gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw);

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