| Index: cc/output/shader.cc
|
| diff --git a/cc/output/shader.cc b/cc/output/shader.cc
|
| index 189154637d6ab9bffbecf1244b516762e1f9114e..a50d4a6c5e56a6297fb37c5caf1e5366ff0dd121 100644
|
| --- a/cc/output/shader.cc
|
| +++ b/cc/output/shader.cc
|
| @@ -347,6 +347,12 @@ std::string VertexShaderPosTexTransform::GetShaderBody() {
|
| });
|
| }
|
|
|
| +void VertexShaderPosTexTransform::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->matrix = matrix_location();
|
| + locations->tex_transform = tex_transform_location();
|
| +}
|
| +
|
| std::string VertexShaderPosTexIdentity::GetShaderString() const {
|
| return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
|
| }
|
| @@ -560,6 +566,16 @@ std::string VertexShaderQuadTexTransformAA::GetShaderBody() {
|
| });
|
| }
|
|
|
| +void VertexShaderQuadTexTransformAA::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->quad = quad_location();
|
| + locations->edge = edge_location();
|
| + locations->viewport = viewport_location();
|
| + locations->matrix = matrix_location();
|
| + locations->tex_transform = tex_transform_location();
|
| +}
|
| +
|
| +
|
| VertexShaderTile::VertexShaderTile()
|
| : matrix_location_(-1),
|
| quad_location_(-1),
|
| @@ -722,19 +738,24 @@ std::string VertexShaderVideoTransform::GetShaderBody() {
|
| });
|
| }
|
|
|
| -#define BLEND_MODE_UNIFORMS "s_backdropTexture", "backdropRect"
|
| -#define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 2 : 0)
|
| +#define BLEND_MODE_UNIFORMS "s_backdropTexture", \
|
| + "s_originalBackdropTexture", \
|
| + "backdropRect"
|
| +#define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 3 : 0)
|
| #define BLEND_MODE_SET_LOCATIONS(X, POS) \
|
| if (has_blend_mode()) { \
|
| - DCHECK_LT(static_cast<size_t>(POS) + 1, arraysize(X)); \
|
| + DCHECK_LT(static_cast<size_t>(POS) + 2, arraysize(X)); \
|
| backdrop_location_ = locations[POS]; \
|
| - backdrop_rect_location_ = locations[POS + 1]; \
|
| + original_backdrop_location_ = locations[POS + 1]; \
|
| + backdrop_rect_location_ = locations[POS + 2]; \
|
| }
|
|
|
| FragmentTexBlendMode::FragmentTexBlendMode()
|
| : backdrop_location_(-1),
|
| + original_backdrop_location_(-1),
|
| backdrop_rect_location_(-1),
|
| - blend_mode_(BLEND_MODE_NONE) {
|
| + blend_mode_(BLEND_MODE_NONE),
|
| + mask_for_background_(false) {
|
| }
|
|
|
| std::string FragmentTexBlendMode::SetBlendModeFunctions(
|
| @@ -743,11 +764,14 @@ std::string FragmentTexBlendMode::SetBlendModeFunctions(
|
| return shader_string;
|
|
|
| if (!has_blend_mode()) {
|
| - return "#define ApplyBlendMode(X) (X)\n" + shader_string;
|
| + return "#define ApplyBlendMode(X) (X)\n"
|
| + "#define ApplyBlendModeWithMask(X, Y) (X)\n" +
|
| + shader_string;
|
| }
|
|
|
| static const std::string kFunctionApplyBlendMode = SHADER0([]() {
|
| uniform sampler2D s_backdropTexture;
|
| + uniform sampler2D s_originalBackdropTexture;
|
| uniform TexCoordPrecision vec4 backdropRect;
|
|
|
| vec4 GetBackdropColor() {
|
| @@ -761,6 +785,20 @@ std::string FragmentTexBlendMode::SetBlendModeFunctions(
|
| vec4 dst = GetBackdropColor();
|
| return Blend(src, dst);
|
| }
|
| +
|
| + vec4 GetBackdropColorWithMask(float mask) {
|
| + TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy;
|
| + bgTexCoord.x /= backdropRect.z;
|
| + bgTexCoord.y /= backdropRect.w;
|
| + vec4 backdrop = texture2D(s_backdropTexture, bgTexCoord);
|
| + vec4 original_backdrop = texture2D(s_originalBackdropTexture, bgTexCoord);
|
| + return mix(original_backdrop, backdrop, mask);
|
| + }
|
| +
|
| + vec4 ApplyBlendModeWithMask(vec4 src, float mask) {
|
| + vec4 dst = GetBackdropColorWithMask(mask);
|
| + return Blend(src, dst);
|
| + }
|
| });
|
|
|
| return "precision mediump float;" + GetHelperFunctions() +
|
| @@ -1105,6 +1143,13 @@ std::string FragmentShaderRGBATexAlpha::GetShaderBody() {
|
| });
|
| }
|
|
|
| +void FragmentShaderRGBATexAlpha::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->alpha = alpha_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| +}
|
| +
|
| std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString(
|
| TexCoordPrecision precision,
|
| SamplerType sampler) const {
|
| @@ -1136,6 +1181,15 @@ std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderBody() {
|
| });
|
| }
|
|
|
| +void FragmentShaderRGBATexColorMatrixAlpha::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->alpha = alpha_location();
|
| + locations->color_matrix = color_matrix_location();
|
| + locations->color_offset = color_offset_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| +}
|
| +
|
| std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString(
|
| TexCoordPrecision precision,
|
| SamplerType sampler) const {
|
| @@ -1405,6 +1459,13 @@ std::string FragmentShaderRGBATexAlphaAA::GetShaderBody() {
|
| });
|
| }
|
|
|
| +void FragmentShaderRGBATexAlphaAA::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->alpha = alpha_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| +}
|
| +
|
| FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
|
| : sampler_location_(-1),
|
| alpha_location_(-1),
|
| @@ -1532,7 +1593,7 @@ void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context,
|
| std::string FragmentShaderRGBATexAlphaMask::GetShaderString(
|
| TexCoordPrecision precision,
|
| SamplerType sampler) const {
|
| - return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody(mask_for_background()));
|
| }
|
|
|
| std::string FragmentShaderRGBATexAlphaMask::GetShaderHead() {
|
| @@ -1547,17 +1608,33 @@ std::string FragmentShaderRGBATexAlphaMask::GetShaderHead() {
|
| });
|
| }
|
|
|
| -std::string FragmentShaderRGBATexAlphaMask::GetShaderBody() {
|
| +std::string FragmentShaderRGBATexAlphaMask::GetShaderBody(
|
| + bool mask_for_background) {
|
| return SHADER0([]() {
|
| void main() {
|
| vec4 texColor = texture2D(s_texture, v_texCoord);
|
| TexCoordPrecision vec2 maskTexCoord =
|
| vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
|
| - maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
|
| - vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
|
| - gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w);
|
| - }
|
| - });
|
| + maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
|
| + vec4 maskColor = TextureLookup(s_mask, maskTexCoord); }) +
|
| + (mask_for_background
|
| + ? SHADER0([]() { gl_FragColor = ApplyBlendModeWithMask(
|
| + texColor * alpha * maskColor.w, maskColor.w); })
|
| + : SHADER0([]() { gl_FragColor = ApplyBlendMode(
|
| + texColor * alpha * maskColor.w); })) +
|
| + SHADER0([]() {}});
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaMask::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->mask_sampler = mask_sampler_location();
|
| + locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
|
| + locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
|
| + locations->alpha = alpha_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| + if (mask_for_background())
|
| + locations->original_backdrop = original_backdrop_location();
|
| }
|
|
|
| FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
|
| @@ -1598,7 +1675,7 @@ void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context,
|
| std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString(
|
| TexCoordPrecision precision,
|
| SamplerType sampler) const {
|
| - return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody(mask_for_background()));
|
| }
|
|
|
| std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderHead() {
|
| @@ -1614,20 +1691,36 @@ std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderHead() {
|
| });
|
| }
|
|
|
| -std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody() {
|
| +std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody(
|
| + bool mask_for_background) {
|
| return SHADER0([]() {
|
| void main() {
|
| vec4 texColor = texture2D(s_texture, v_texCoord);
|
| TexCoordPrecision vec2 maskTexCoord =
|
| vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
|
| - maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
|
| + maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
|
| vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
|
| 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 = ApplyBlendMode(texColor * alpha * maskColor.w * aa);
|
| - }
|
| - });
|
| + float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); }) +
|
| + (mask_for_background
|
| + ? SHADER0([]() { gl_FragColor = ApplyBlendModeWithMask(
|
| + texColor * alpha * maskColor.w * aa, maskColor.w); })
|
| + : SHADER0([]() { gl_FragColor = ApplyBlendMode(
|
| + texColor * alpha * maskColor.w * aa); })) +
|
| + SHADER0([]() {}});
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaMaskAA::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->mask_sampler = mask_sampler_location();
|
| + locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
|
| + locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
|
| + locations->alpha = alpha_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| + if (mask_for_background())
|
| + locations->original_backdrop = original_backdrop_location();
|
| }
|
|
|
| FragmentShaderRGBATexAlphaMaskColorMatrixAA::
|
| @@ -1675,7 +1768,7 @@ void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init(
|
| std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString(
|
| TexCoordPrecision precision,
|
| SamplerType sampler) const {
|
| - return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody(mask_for_background()));
|
| }
|
|
|
| std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderHead() {
|
| @@ -1693,7 +1786,8 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderHead() {
|
| });
|
| }
|
|
|
| -std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody() {
|
| +std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody(
|
| + bool mask_for_background) {
|
| return SHADER0([]() {
|
| void main() {
|
| vec4 texColor = texture2D(s_texture, v_texCoord);
|
| @@ -1704,14 +1798,31 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody() {
|
| texColor = clamp(texColor, 0.0, 1.0);
|
| TexCoordPrecision vec2 maskTexCoord =
|
| vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
|
| - maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
|
| + maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
|
| vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
|
| 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 = ApplyBlendMode(texColor * alpha * maskColor.w * aa);
|
| - }
|
| - });
|
| + float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); }) +
|
| + (mask_for_background
|
| + ? SHADER0([]() { gl_FragColor = ApplyBlendModeWithMask(
|
| + texColor * alpha * maskColor.w * aa, maskColor.w); })
|
| + : SHADER0([]() { gl_FragColor = ApplyBlendMode(
|
| + texColor * alpha * maskColor.w * aa); })) +
|
| + SHADER0([]() {}});
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->alpha = alpha_location();
|
| + locations->mask_sampler = mask_sampler_location();
|
| + locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
|
| + locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
|
| + locations->color_matrix = color_matrix_location();
|
| + locations->color_offset = color_offset_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| + if (mask_for_background())
|
| + locations->original_backdrop = original_backdrop_location();
|
| }
|
|
|
| FragmentShaderRGBATexAlphaColorMatrixAA::
|
| @@ -1778,6 +1889,15 @@ std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderBody() {
|
| });
|
| }
|
|
|
| +void FragmentShaderRGBATexAlphaColorMatrixAA::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->alpha = alpha_location();
|
| + locations->color_matrix = color_matrix_location();
|
| + locations->color_offset = color_offset_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| +}
|
| +
|
| FragmentShaderRGBATexAlphaMaskColorMatrix::
|
| FragmentShaderRGBATexAlphaMaskColorMatrix()
|
| : sampler_location_(-1),
|
| @@ -1820,7 +1940,7 @@ void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context,
|
| std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString(
|
| TexCoordPrecision precision,
|
| SamplerType sampler) const {
|
| - return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody(mask_for_background()));
|
| }
|
|
|
| std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderHead() {
|
| @@ -1837,7 +1957,8 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderHead() {
|
| });
|
| }
|
|
|
| -std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody() {
|
| +std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody(
|
| + bool mask_for_background) {
|
| return SHADER0([]() {
|
| void main() {
|
| vec4 texColor = texture2D(s_texture, v_texCoord);
|
| @@ -1848,11 +1969,28 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody() {
|
| texColor = clamp(texColor, 0.0, 1.0);
|
| TexCoordPrecision vec2 maskTexCoord =
|
| vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
|
| - maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
|
| - vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
|
| - gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w);
|
| - }
|
| - });
|
| + maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
|
| + vec4 maskColor = TextureLookup(s_mask, maskTexCoord); }) +
|
| + (mask_for_background
|
| + ? SHADER0([]() { gl_FragColor = ApplyBlendModeWithMask(
|
| + texColor * alpha * maskColor.w, maskColor.w); })
|
| + : SHADER0([]() { gl_FragColor = ApplyBlendMode(
|
| + texColor * alpha * maskColor.w); })) +
|
| + SHADER0([]() {}});
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaMaskColorMatrix::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->mask_sampler = mask_sampler_location();
|
| + locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
|
| + locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
|
| + locations->alpha = alpha_location();
|
| + locations->color_matrix = color_matrix_location();
|
| + locations->color_offset = color_offset_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| + if (mask_for_background())
|
| + locations->original_backdrop = original_backdrop_location();
|
| }
|
|
|
| FragmentShaderYUVVideo::FragmentShaderYUVVideo()
|
|
|