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Unified Diff: cc/output/shader.h

Issue 959283004: Background filters are affected by masks (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 5 years, 10 months ago
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Index: cc/output/shader.h
diff --git a/cc/output/shader.h b/cc/output/shader.h
index 93407d4cc892a12bfd375cde7e89514ce6ec8928..e814ed3dc8e1e46ea2520497574a19cd32bc0900 100644
--- a/cc/output/shader.h
+++ b/cc/output/shader.h
@@ -59,6 +59,23 @@ enum BlendMode {
LAST_BLEND_MODE = BLEND_MODE_LUMINOSITY
};
+struct ShaderLocations {
enne (OOO) 2015/03/02 23:34:41 This seems like a good refactoring. Can you split
+ int quad = -1;
+ int edge = -1;
+ int viewport = -1;
+ int mask_sampler = -1;
+ int mask_tex_coord_scale = -1;
+ int mask_tex_coord_offset = -1;
+ int matrix = -1;
+ int alpha = -1;
+ int color_matrix = -1;
+ int color_offset = -1;
+ int tex_transform = -1;
+ int backdrop = -1;
+ int backdrop_rect = -1;
+ int original_backdrop = -1;
+};
+
// Note: The highp_threshold_cache must be provided by the caller to make
// the caching multi-thread/context safe in an easy low-overhead manner.
// The caller must make sure to clear highp_threshold_cache to 0, so it can be
@@ -156,6 +173,7 @@ class VertexShaderPosTexTransform {
std::string GetShaderString() const;
static std::string GetShaderHead();
static std::string GetShaderBody();
+ void FillLocations(ShaderLocations* locations) const;
int matrix_location() const { return matrix_location_; }
int tex_transform_location() const { return tex_transform_location_; }
@@ -228,6 +246,7 @@ class VertexShaderQuadTexTransformAA {
std::string GetShaderString() const;
static std::string GetShaderHead();
static std::string GetShaderBody();
+ void FillLocations(ShaderLocations* locations) const;
int matrix_location() const { return matrix_location_; }
int viewport_location() const { return viewport_location_; }
@@ -325,11 +344,16 @@ class VertexShaderVideoTransform {
class FragmentTexBlendMode {
public:
int backdrop_location() const { return backdrop_location_; }
+ int original_backdrop_location() const { return original_backdrop_location_; }
int backdrop_rect_location() const { return backdrop_rect_location_; }
BlendMode blend_mode() const { return blend_mode_; }
void set_blend_mode(BlendMode blend_mode) { blend_mode_ = blend_mode; }
bool has_blend_mode() const { return blend_mode_ != BLEND_MODE_NONE; }
+ void set_mask_for_background(bool mask_for_background) {
+ mask_for_background_ = mask_for_background;
+ }
+ bool mask_for_background() const { return mask_for_background_; }
protected:
FragmentTexBlendMode();
@@ -337,10 +361,12 @@ class FragmentTexBlendMode {
std::string SetBlendModeFunctions(std::string shader_string) const;
int backdrop_location_;
+ int original_backdrop_location_;
int backdrop_rect_location_;
private:
BlendMode blend_mode_;
+ bool mask_for_background_;
std::string GetHelperFunctions() const;
std::string GetBlendFunction() const;
@@ -460,6 +486,7 @@ class FragmentShaderRGBATexAlpha : public FragmentTexAlphaBinding {
TexCoordPrecision precision, SamplerType sampler) const;
static std::string GetShaderHead();
static std::string GetShaderBody();
+ void FillLocations(ShaderLocations* locations) const;
};
class FragmentShaderRGBATexColorMatrixAlpha
@@ -469,6 +496,7 @@ class FragmentShaderRGBATexColorMatrixAlpha
SamplerType sampler) const;
static std::string GetShaderHead();
static std::string GetShaderBody();
+ void FillLocations(ShaderLocations* locations) const;
};
class FragmentShaderRGBATexOpaque : public FragmentTexOpaqueBinding {
@@ -516,6 +544,7 @@ class FragmentShaderRGBATexAlphaAA : public FragmentTexBlendMode {
TexCoordPrecision precision, SamplerType sampler) const;
static std::string GetShaderHead();
static std::string GetShaderBody();
+ void FillLocations(ShaderLocations* locations) const;
int alpha_location() const { return alpha_location_; }
int sampler_location() const { return sampler_location_; }
@@ -573,8 +602,8 @@ class FragmentShaderRGBATexAlphaMask : public FragmentTexBlendMode {
std::string GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const;
static std::string GetShaderHead();
- static std::string GetShaderBody();
-
+ static std::string GetShaderBody(bool mask_for_background);
+ void FillLocations(ShaderLocations* locations) const;
void Init(gpu::gles2::GLES2Interface* context,
unsigned program,
int* base_uniform_index);
@@ -604,8 +633,8 @@ class FragmentShaderRGBATexAlphaMaskAA : public FragmentTexBlendMode {
std::string GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const;
static std::string GetShaderHead();
- static std::string GetShaderBody();
-
+ static std::string GetShaderBody(bool mask_for_background);
+ void FillLocations(ShaderLocations* locations) const;
void Init(gpu::gles2::GLES2Interface* context,
unsigned program,
int* base_uniform_index);
@@ -636,8 +665,8 @@ class FragmentShaderRGBATexAlphaMaskColorMatrixAA
std::string GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const;
static std::string GetShaderHead();
- static std::string GetShaderBody();
-
+ static std::string GetShaderBody(bool mask_for_background);
+ void FillLocations(ShaderLocations* locations) const;
void Init(gpu::gles2::GLES2Interface* context,
unsigned program,
int* base_uniform_index);
@@ -670,7 +699,7 @@ class FragmentShaderRGBATexAlphaColorMatrixAA : public FragmentTexBlendMode {
TexCoordPrecision precision, SamplerType sampler) const;
static std::string GetShaderHead();
static std::string GetShaderBody();
-
+ void FillLocations(ShaderLocations* locations) const;
void Init(gpu::gles2::GLES2Interface* context,
unsigned program,
int* base_uniform_index);
@@ -692,8 +721,8 @@ class FragmentShaderRGBATexAlphaMaskColorMatrix : public FragmentTexBlendMode {
std::string GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const;
static std::string GetShaderHead();
- static std::string GetShaderBody();
-
+ static std::string GetShaderBody(bool need);
+ void FillLocations(ShaderLocations* locations) const;
void Init(gpu::gles2::GLES2Interface* context,
unsigned program,
int* base_uniform_index);
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