Chromium Code Reviews| Index: cc/output/shader.cc |
| diff --git a/cc/output/shader.cc b/cc/output/shader.cc |
| index 287ffcc9b4662cc0d18366f1c7ecfbe6c9254d3c..7c994a2211299f40cec3b215ec96e7195f1fd575 100644 |
| --- a/cc/output/shader.cc |
| +++ b/cc/output/shader.cc |
| @@ -741,19 +741,24 @@ 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( |
| @@ -762,11 +767,14 @@ 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() { |
| @@ -780,6 +788,20 @@ 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); |
|
enne (OOO)
2015/03/03 23:27:47
Would it be more precise to call this unfiltered,
|
| + 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() + |
| @@ -1577,7 +1599,7 @@ 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() { |
| @@ -1592,17 +1614,21 @@ 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); |
| - } |
| - }); |
| + 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( |
| @@ -1614,6 +1640,8 @@ void FragmentShaderRGBATexAlphaMask::FillLocations( |
| 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() |
| @@ -1654,7 +1682,7 @@ 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() { |
| @@ -1670,7 +1698,8 @@ 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); |
| @@ -1680,10 +1709,13 @@ std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody() { |
| 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( |
| @@ -1695,6 +1727,8 @@ void FragmentShaderRGBATexAlphaMaskAA::FillLocations( |
| 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:: |
| @@ -1742,7 +1776,7 @@ 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() { |
| @@ -1760,7 +1794,8 @@ 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); |
| @@ -1775,10 +1810,13 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody() { |
| 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( |
|
enne (OOO)
2015/03/03 23:27:47
Can you make this easier to read and reduce the co
|
| + texColor * alpha * maskColor.w * aa, maskColor.w); }) |
| + : SHADER0([]() { gl_FragColor = ApplyBlendMode( |
| + texColor * alpha * maskColor.w * aa); })) + |
| + SHADER0([]() {}}); |
| } |
| void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations( |
| @@ -1792,6 +1830,8 @@ void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations( |
| 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:: |
| @@ -1910,7 +1950,7 @@ 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() { |
| @@ -1927,7 +1967,8 @@ 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); |
| @@ -1939,10 +1980,13 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody() { |
| 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); |
| - } |
| - }); |
| + 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( |
| @@ -1956,6 +2000,8 @@ void FragmentShaderRGBATexAlphaMaskColorMatrix::FillLocations( |
| 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() |