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1 // Copyright 2010 The Chromium Authors. All rights reserved. | 1 // Copyright 2010 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "cc/output/gl_renderer.h" | 5 #include "cc/output/gl_renderer.h" |
6 | 6 |
7 #include <algorithm> | 7 #include <algorithm> |
8 #include <limits> | 8 #include <limits> |
9 #include <set> | 9 #include <set> |
10 #include <string> | 10 #include <string> |
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939 use_shaders_for_blending = false; | 939 use_shaders_for_blending = false; |
940 } else if (background_image) { | 940 } else if (background_image) { |
941 background_texture.reset(); | 941 background_texture.reset(); |
942 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode) && | 942 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode) && |
943 ShouldApplyBackgroundFilters(frame, quad)) { | 943 ShouldApplyBackgroundFilters(frame, quad)) { |
944 // Something went wrong with applying background filters to the backdrop. | 944 // Something went wrong with applying background filters to the backdrop. |
945 use_shaders_for_blending = false; | 945 use_shaders_for_blending = false; |
946 background_texture.reset(); | 946 background_texture.reset(); |
947 } | 947 } |
948 } | 948 } |
949 | |
enne (OOO)
2015/03/03 17:51:01
style nit: needless whitespace change, can you lea
| |
950 SetBlendEnabled( | 949 SetBlendEnabled( |
951 !use_shaders_for_blending && | 950 !use_shaders_for_blending && |
952 (quad->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode))); | 951 (quad->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode))); |
953 | 952 |
954 // TODO(senorblanco): Cache this value so that we don't have to do it for both | 953 // TODO(senorblanco): Cache this value so that we don't have to do it for both |
955 // the surface and its replica. Apply filters to the contents texture. | 954 // the surface and its replica. Apply filters to the contents texture. |
956 skia::RefPtr<SkImage> filter_image; | 955 skia::RefPtr<SkImage> filter_image; |
957 SkScalar color_matrix[20]; | 956 SkScalar color_matrix[20]; |
958 bool use_color_matrix = false; | 957 bool use_color_matrix = false; |
959 if (!quad->filters.IsEmpty()) { | 958 if (!quad->filters.IsEmpty()) { |
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1009 | 1008 |
1010 ApplyBlendModeUsingBlendFunc(blend_mode); | 1009 ApplyBlendModeUsingBlendFunc(blend_mode); |
1011 } | 1010 } |
1012 | 1011 |
1013 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( | 1012 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
1014 gl_, | 1013 gl_, |
1015 &highp_threshold_cache_, | 1014 &highp_threshold_cache_, |
1016 highp_threshold_min_, | 1015 highp_threshold_min_, |
1017 quad->shared_quad_state->visible_content_rect.bottom_right()); | 1016 quad->shared_quad_state->visible_content_rect.bottom_right()); |
1018 | 1017 |
1019 int shader_quad_location = -1; | 1018 ShaderLocations locations; |
1020 int shader_edge_location = -1; | |
1021 int shader_viewport_location = -1; | |
1022 int shader_mask_sampler_location = -1; | |
1023 int shader_mask_tex_coord_scale_location = -1; | |
1024 int shader_mask_tex_coord_offset_location = -1; | |
1025 int shader_matrix_location = -1; | |
1026 int shader_alpha_location = -1; | |
1027 int shader_color_matrix_location = -1; | |
1028 int shader_color_offset_location = -1; | |
1029 int shader_tex_transform_location = -1; | |
1030 int shader_backdrop_location = -1; | |
1031 int shader_backdrop_rect_location = -1; | |
1032 | 1019 |
1033 DCHECK_EQ(background_texture || background_image, use_shaders_for_blending); | 1020 DCHECK_EQ(background_texture || background_image, use_shaders_for_blending); |
1034 BlendMode shader_blend_mode = use_shaders_for_blending | 1021 BlendMode shader_blend_mode = use_shaders_for_blending |
1035 ? BlendModeFromSkXfermode(blend_mode) | 1022 ? BlendModeFromSkXfermode(blend_mode) |
1036 : BLEND_MODE_NONE; | 1023 : BLEND_MODE_NONE; |
1037 | 1024 |
1038 if (use_aa && mask_texture_id && !use_color_matrix) { | 1025 if (use_aa && mask_texture_id && !use_color_matrix) { |
1039 const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA( | 1026 const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA( |
1040 tex_coord_precision, mask_sampler, shader_blend_mode); | 1027 tex_coord_precision, mask_sampler, shader_blend_mode); |
1041 SetUseProgram(program->program()); | 1028 SetUseProgram(program->program()); |
1042 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1029 program->vertex_shader().FillLocations(&locations); |
1043 | 1030 program->fragment_shader().FillLocations(&locations); |
1044 shader_quad_location = program->vertex_shader().quad_location(); | 1031 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1045 shader_edge_location = program->vertex_shader().edge_location(); | |
1046 shader_viewport_location = program->vertex_shader().viewport_location(); | |
1047 shader_mask_sampler_location = | |
1048 program->fragment_shader().mask_sampler_location(); | |
1049 shader_mask_tex_coord_scale_location = | |
1050 program->fragment_shader().mask_tex_coord_scale_location(); | |
1051 shader_mask_tex_coord_offset_location = | |
1052 program->fragment_shader().mask_tex_coord_offset_location(); | |
1053 shader_matrix_location = program->vertex_shader().matrix_location(); | |
1054 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1055 shader_tex_transform_location = | |
1056 program->vertex_shader().tex_transform_location(); | |
1057 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1058 shader_backdrop_rect_location = | |
1059 program->fragment_shader().backdrop_rect_location(); | |
1060 } else if (!use_aa && mask_texture_id && !use_color_matrix) { | 1032 } else if (!use_aa && mask_texture_id && !use_color_matrix) { |
1061 const RenderPassMaskProgram* program = GetRenderPassMaskProgram( | 1033 const RenderPassMaskProgram* program = GetRenderPassMaskProgram( |
1062 tex_coord_precision, mask_sampler, shader_blend_mode); | 1034 tex_coord_precision, mask_sampler, shader_blend_mode); |
1063 SetUseProgram(program->program()); | 1035 SetUseProgram(program->program()); |
1064 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1036 program->vertex_shader().FillLocations(&locations); |
1065 | 1037 program->fragment_shader().FillLocations(&locations); |
1066 shader_mask_sampler_location = | 1038 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1067 program->fragment_shader().mask_sampler_location(); | |
1068 shader_mask_tex_coord_scale_location = | |
1069 program->fragment_shader().mask_tex_coord_scale_location(); | |
1070 shader_mask_tex_coord_offset_location = | |
1071 program->fragment_shader().mask_tex_coord_offset_location(); | |
1072 shader_matrix_location = program->vertex_shader().matrix_location(); | |
1073 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1074 shader_tex_transform_location = | |
1075 program->vertex_shader().tex_transform_location(); | |
1076 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1077 shader_backdrop_rect_location = | |
1078 program->fragment_shader().backdrop_rect_location(); | |
1079 } else if (use_aa && !mask_texture_id && !use_color_matrix) { | 1039 } else if (use_aa && !mask_texture_id && !use_color_matrix) { |
1080 const RenderPassProgramAA* program = | 1040 const RenderPassProgramAA* program = |
1081 GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode); | 1041 GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode); |
1082 SetUseProgram(program->program()); | 1042 SetUseProgram(program->program()); |
1083 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1043 program->vertex_shader().FillLocations(&locations); |
1084 | 1044 program->fragment_shader().FillLocations(&locations); |
1085 shader_quad_location = program->vertex_shader().quad_location(); | 1045 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1086 shader_edge_location = program->vertex_shader().edge_location(); | |
1087 shader_viewport_location = program->vertex_shader().viewport_location(); | |
1088 shader_matrix_location = program->vertex_shader().matrix_location(); | |
1089 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1090 shader_tex_transform_location = | |
1091 program->vertex_shader().tex_transform_location(); | |
1092 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1093 shader_backdrop_rect_location = | |
1094 program->fragment_shader().backdrop_rect_location(); | |
1095 } else if (use_aa && mask_texture_id && use_color_matrix) { | 1046 } else if (use_aa && mask_texture_id && use_color_matrix) { |
1096 const RenderPassMaskColorMatrixProgramAA* program = | 1047 const RenderPassMaskColorMatrixProgramAA* program = |
1097 GetRenderPassMaskColorMatrixProgramAA( | 1048 GetRenderPassMaskColorMatrixProgramAA( |
1098 tex_coord_precision, mask_sampler, shader_blend_mode); | 1049 tex_coord_precision, mask_sampler, shader_blend_mode); |
1099 SetUseProgram(program->program()); | 1050 SetUseProgram(program->program()); |
1100 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1051 program->vertex_shader().FillLocations(&locations); |
1101 | 1052 program->fragment_shader().FillLocations(&locations); |
1102 shader_matrix_location = program->vertex_shader().matrix_location(); | 1053 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1103 shader_quad_location = program->vertex_shader().quad_location(); | |
1104 shader_tex_transform_location = | |
1105 program->vertex_shader().tex_transform_location(); | |
1106 shader_edge_location = program->vertex_shader().edge_location(); | |
1107 shader_viewport_location = program->vertex_shader().viewport_location(); | |
1108 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1109 shader_mask_sampler_location = | |
1110 program->fragment_shader().mask_sampler_location(); | |
1111 shader_mask_tex_coord_scale_location = | |
1112 program->fragment_shader().mask_tex_coord_scale_location(); | |
1113 shader_mask_tex_coord_offset_location = | |
1114 program->fragment_shader().mask_tex_coord_offset_location(); | |
1115 shader_color_matrix_location = | |
1116 program->fragment_shader().color_matrix_location(); | |
1117 shader_color_offset_location = | |
1118 program->fragment_shader().color_offset_location(); | |
1119 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1120 shader_backdrop_rect_location = | |
1121 program->fragment_shader().backdrop_rect_location(); | |
1122 } else if (use_aa && !mask_texture_id && use_color_matrix) { | 1054 } else if (use_aa && !mask_texture_id && use_color_matrix) { |
1123 const RenderPassColorMatrixProgramAA* program = | 1055 const RenderPassColorMatrixProgramAA* program = |
1124 GetRenderPassColorMatrixProgramAA(tex_coord_precision, | 1056 GetRenderPassColorMatrixProgramAA(tex_coord_precision, |
1125 shader_blend_mode); | 1057 shader_blend_mode); |
1126 SetUseProgram(program->program()); | 1058 SetUseProgram(program->program()); |
1127 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1059 program->vertex_shader().FillLocations(&locations); |
1128 | 1060 program->fragment_shader().FillLocations(&locations); |
1129 shader_matrix_location = program->vertex_shader().matrix_location(); | 1061 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1130 shader_quad_location = program->vertex_shader().quad_location(); | |
1131 shader_tex_transform_location = | |
1132 program->vertex_shader().tex_transform_location(); | |
1133 shader_edge_location = program->vertex_shader().edge_location(); | |
1134 shader_viewport_location = program->vertex_shader().viewport_location(); | |
1135 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1136 shader_color_matrix_location = | |
1137 program->fragment_shader().color_matrix_location(); | |
1138 shader_color_offset_location = | |
1139 program->fragment_shader().color_offset_location(); | |
1140 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1141 shader_backdrop_rect_location = | |
1142 program->fragment_shader().backdrop_rect_location(); | |
1143 } else if (!use_aa && mask_texture_id && use_color_matrix) { | 1062 } else if (!use_aa && mask_texture_id && use_color_matrix) { |
1144 const RenderPassMaskColorMatrixProgram* program = | 1063 const RenderPassMaskColorMatrixProgram* program = |
1145 GetRenderPassMaskColorMatrixProgram( | 1064 GetRenderPassMaskColorMatrixProgram( |
1146 tex_coord_precision, mask_sampler, shader_blend_mode); | 1065 tex_coord_precision, mask_sampler, shader_blend_mode); |
1147 SetUseProgram(program->program()); | 1066 SetUseProgram(program->program()); |
1148 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1067 program->vertex_shader().FillLocations(&locations); |
1149 | 1068 program->fragment_shader().FillLocations(&locations); |
1150 shader_matrix_location = program->vertex_shader().matrix_location(); | 1069 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1151 shader_tex_transform_location = | |
1152 program->vertex_shader().tex_transform_location(); | |
1153 shader_mask_sampler_location = | |
1154 program->fragment_shader().mask_sampler_location(); | |
1155 shader_mask_tex_coord_scale_location = | |
1156 program->fragment_shader().mask_tex_coord_scale_location(); | |
1157 shader_mask_tex_coord_offset_location = | |
1158 program->fragment_shader().mask_tex_coord_offset_location(); | |
1159 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1160 shader_color_matrix_location = | |
1161 program->fragment_shader().color_matrix_location(); | |
1162 shader_color_offset_location = | |
1163 program->fragment_shader().color_offset_location(); | |
1164 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1165 shader_backdrop_rect_location = | |
1166 program->fragment_shader().backdrop_rect_location(); | |
1167 } else if (!use_aa && !mask_texture_id && use_color_matrix) { | 1070 } else if (!use_aa && !mask_texture_id && use_color_matrix) { |
1168 const RenderPassColorMatrixProgram* program = | 1071 const RenderPassColorMatrixProgram* program = |
1169 GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode); | 1072 GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode); |
1170 SetUseProgram(program->program()); | 1073 SetUseProgram(program->program()); |
1171 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1074 program->vertex_shader().FillLocations(&locations); |
1172 | 1075 program->fragment_shader().FillLocations(&locations); |
1173 shader_matrix_location = program->vertex_shader().matrix_location(); | 1076 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1174 shader_tex_transform_location = | |
1175 program->vertex_shader().tex_transform_location(); | |
1176 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1177 shader_color_matrix_location = | |
1178 program->fragment_shader().color_matrix_location(); | |
1179 shader_color_offset_location = | |
1180 program->fragment_shader().color_offset_location(); | |
1181 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1182 shader_backdrop_rect_location = | |
1183 program->fragment_shader().backdrop_rect_location(); | |
1184 } else { | 1077 } else { |
1185 const RenderPassProgram* program = | 1078 const RenderPassProgram* program = |
1186 GetRenderPassProgram(tex_coord_precision, shader_blend_mode); | 1079 GetRenderPassProgram(tex_coord_precision, shader_blend_mode); |
1187 SetUseProgram(program->program()); | 1080 SetUseProgram(program->program()); |
1188 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1081 program->vertex_shader().FillLocations(&locations); |
1189 | 1082 program->fragment_shader().FillLocations(&locations); |
1190 shader_matrix_location = program->vertex_shader().matrix_location(); | 1083 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1191 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1192 shader_tex_transform_location = | |
1193 program->vertex_shader().tex_transform_location(); | |
1194 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1195 shader_backdrop_rect_location = | |
1196 program->fragment_shader().backdrop_rect_location(); | |
1197 } | 1084 } |
1198 float tex_scale_x = | 1085 float tex_scale_x = |
1199 quad->rect.width() / static_cast<float>(contents_texture->size().width()); | 1086 quad->rect.width() / static_cast<float>(contents_texture->size().width()); |
1200 float tex_scale_y = quad->rect.height() / | 1087 float tex_scale_y = quad->rect.height() / |
1201 static_cast<float>(contents_texture->size().height()); | 1088 static_cast<float>(contents_texture->size().height()); |
1202 DCHECK_LE(tex_scale_x, 1.0f); | 1089 DCHECK_LE(tex_scale_x, 1.0f); |
1203 DCHECK_LE(tex_scale_y, 1.0f); | 1090 DCHECK_LE(tex_scale_y, 1.0f); |
1204 | 1091 |
1205 DCHECK(shader_tex_transform_location != -1 || IsContextLost()); | 1092 DCHECK(locations.tex_transform != -1 || IsContextLost()); |
1206 // Flip the content vertically in the shader, as the RenderPass input | 1093 // Flip the content vertically in the shader, as the RenderPass input |
1207 // texture is already oriented the same way as the framebuffer, but the | 1094 // texture is already oriented the same way as the framebuffer, but the |
1208 // projection transform does a flip. | 1095 // projection transform does a flip. |
1209 GLC(gl_, | 1096 GLC(gl_, |
1210 gl_->Uniform4f(shader_tex_transform_location, | 1097 gl_->Uniform4f(locations.tex_transform, |
1211 0.0f, | 1098 0.0f, |
1212 tex_scale_y, | 1099 tex_scale_y, |
1213 tex_scale_x, | 1100 tex_scale_x, |
1214 -tex_scale_y)); | 1101 -tex_scale_y)); |
1215 | 1102 |
1216 GLint last_texture_unit = 0; | 1103 GLint last_texture_unit = 0; |
1217 if (shader_mask_sampler_location != -1) { | 1104 if (locations.mask_sampler != -1) { |
1218 DCHECK_NE(shader_mask_tex_coord_scale_location, 1); | 1105 DCHECK_NE(locations.mask_tex_coord_scale, 1); |
1219 DCHECK_NE(shader_mask_tex_coord_offset_location, 1); | 1106 DCHECK_NE(locations.mask_tex_coord_offset, 1); |
1220 GLC(gl_, gl_->Uniform1i(shader_mask_sampler_location, 1)); | 1107 GLC(gl_, gl_->Uniform1i(locations.mask_sampler, 1)); |
1221 | 1108 |
1222 gfx::RectF mask_uv_rect = quad->MaskUVRect(); | 1109 gfx::RectF mask_uv_rect = quad->MaskUVRect(); |
1223 if (mask_sampler != SAMPLER_TYPE_2D) { | 1110 if (mask_sampler != SAMPLER_TYPE_2D) { |
1224 mask_uv_rect.Scale(quad->mask_texture_size.width(), | 1111 mask_uv_rect.Scale(quad->mask_texture_size.width(), |
1225 quad->mask_texture_size.height()); | 1112 quad->mask_texture_size.height()); |
1226 } | 1113 } |
1227 | 1114 |
1228 // Mask textures are oriented vertically flipped relative to the framebuffer | 1115 // Mask textures are oriented vertically flipped relative to the framebuffer |
1229 // and the RenderPass contents texture, so we flip the tex coords from the | 1116 // and the RenderPass contents texture, so we flip the tex coords from the |
1230 // RenderPass texture to find the mask texture coords. | 1117 // RenderPass texture to find the mask texture coords. |
1231 GLC(gl_, | 1118 GLC(gl_, |
1232 gl_->Uniform2f(shader_mask_tex_coord_offset_location, | 1119 gl_->Uniform2f(locations.mask_tex_coord_offset, |
1233 mask_uv_rect.x(), | 1120 mask_uv_rect.x(), |
1234 mask_uv_rect.bottom())); | 1121 mask_uv_rect.bottom())); |
1235 GLC(gl_, | 1122 GLC(gl_, |
1236 gl_->Uniform2f(shader_mask_tex_coord_scale_location, | 1123 gl_->Uniform2f(locations.mask_tex_coord_scale, |
1237 mask_uv_rect.width() / tex_scale_x, | 1124 mask_uv_rect.width() / tex_scale_x, |
1238 -mask_uv_rect.height() / tex_scale_y)); | 1125 -mask_uv_rect.height() / tex_scale_y)); |
1239 | 1126 |
1240 last_texture_unit = 1; | 1127 last_texture_unit = 1; |
1241 } | 1128 } |
1242 | 1129 |
1243 if (shader_edge_location != -1) | 1130 if (locations.edge != -1) |
1244 GLC(gl_, gl_->Uniform3fv(shader_edge_location, 8, edge)); | 1131 GLC(gl_, gl_->Uniform3fv(locations.edge, 8, edge)); |
1245 | 1132 |
1246 if (shader_viewport_location != -1) { | 1133 if (locations.viewport != -1) { |
1247 float viewport[4] = {static_cast<float>(viewport_.x()), | 1134 float viewport[4] = {static_cast<float>(viewport_.x()), |
1248 static_cast<float>(viewport_.y()), | 1135 static_cast<float>(viewport_.y()), |
1249 static_cast<float>(viewport_.width()), | 1136 static_cast<float>(viewport_.width()), |
1250 static_cast<float>(viewport_.height()), }; | 1137 static_cast<float>(viewport_.height()), }; |
1251 GLC(gl_, gl_->Uniform4fv(shader_viewport_location, 1, viewport)); | 1138 GLC(gl_, gl_->Uniform4fv(locations.viewport, 1, viewport)); |
1252 } | 1139 } |
1253 | 1140 |
1254 if (shader_color_matrix_location != -1) { | 1141 if (locations.color_matrix != -1) { |
1255 float matrix[16]; | 1142 float matrix[16]; |
1256 for (int i = 0; i < 4; ++i) { | 1143 for (int i = 0; i < 4; ++i) { |
1257 for (int j = 0; j < 4; ++j) | 1144 for (int j = 0; j < 4; ++j) |
1258 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]); | 1145 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]); |
1259 } | 1146 } |
1260 GLC(gl_, | 1147 GLC(gl_, |
1261 gl_->UniformMatrix4fv(shader_color_matrix_location, 1, false, matrix)); | 1148 gl_->UniformMatrix4fv(locations.color_matrix, 1, false, matrix)); |
1262 } | 1149 } |
1263 static const float kScale = 1.0f / 255.0f; | 1150 static const float kScale = 1.0f / 255.0f; |
1264 if (shader_color_offset_location != -1) { | 1151 if (locations.color_offset != -1) { |
1265 float offset[4]; | 1152 float offset[4]; |
1266 for (int i = 0; i < 4; ++i) | 1153 for (int i = 0; i < 4; ++i) |
1267 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale; | 1154 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale; |
1268 | 1155 |
1269 GLC(gl_, gl_->Uniform4fv(shader_color_offset_location, 1, offset)); | 1156 GLC(gl_, gl_->Uniform4fv(locations.color_offset, 1, offset)); |
1270 } | 1157 } |
1271 | 1158 |
1272 scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_background_sampler_lock; | 1159 scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_background_sampler_lock; |
1273 if (shader_backdrop_location != -1) { | 1160 if (locations.backdrop != -1) { |
1274 DCHECK(background_texture || background_image); | 1161 DCHECK(background_texture || background_image); |
1275 DCHECK_NE(shader_backdrop_location, 0); | 1162 DCHECK_NE(locations.backdrop, 0); |
1276 DCHECK_NE(shader_backdrop_rect_location, 0); | 1163 DCHECK_NE(locations.backdrop_rect, 0); |
1277 | 1164 |
1278 GLC(gl_, gl_->Uniform1i(shader_backdrop_location, ++last_texture_unit)); | 1165 GLC(gl_, gl_->Uniform1i(locations.backdrop, ++last_texture_unit)); |
1279 | 1166 |
1280 GLC(gl_, | 1167 GLC(gl_, |
1281 gl_->Uniform4f(shader_backdrop_rect_location, | 1168 gl_->Uniform4f(locations.backdrop_rect, |
1282 background_rect.x(), | 1169 background_rect.x(), |
1283 background_rect.y(), | 1170 background_rect.y(), |
1284 background_rect.width(), | 1171 background_rect.width(), |
1285 background_rect.height())); | 1172 background_rect.height())); |
1286 | 1173 |
1287 if (background_image) { | 1174 if (background_image) { |
1288 GrTexture* texture = background_image->getTexture(); | 1175 GrTexture* texture = background_image->getTexture(); |
1289 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0 + last_texture_unit)); | 1176 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0 + last_texture_unit)); |
1290 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle()); | 1177 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle()); |
1291 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0)); | 1178 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0)); |
1292 } else { | 1179 } else { |
1293 shader_background_sampler_lock = make_scoped_ptr( | 1180 shader_background_sampler_lock = make_scoped_ptr( |
1294 new ResourceProvider::ScopedSamplerGL(resource_provider_, | 1181 new ResourceProvider::ScopedSamplerGL(resource_provider_, |
1295 background_texture->id(), | 1182 background_texture->id(), |
1296 GL_TEXTURE0 + last_texture_unit, | 1183 GL_TEXTURE0 + last_texture_unit, |
1297 GL_LINEAR)); | 1184 GL_LINEAR)); |
1298 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), | 1185 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), |
1299 shader_background_sampler_lock->target()); | 1186 shader_background_sampler_lock->target()); |
1300 } | 1187 } |
1301 } | 1188 } |
1302 | 1189 |
1303 SetShaderOpacity(quad->opacity(), shader_alpha_location); | 1190 SetShaderOpacity(quad->opacity(), locations.alpha); |
1304 SetShaderQuadF(surface_quad, shader_quad_location); | 1191 SetShaderQuadF(surface_quad, locations.quad); |
1305 DrawQuadGeometry( | 1192 DrawQuadGeometry( |
1306 frame, quad->quadTransform(), quad->rect, shader_matrix_location); | 1193 frame, quad->quadTransform(), quad->rect, locations.matrix); |
1307 | 1194 |
1308 // Flush the compositor context before the filter bitmap goes out of | 1195 // Flush the compositor context before the filter bitmap goes out of |
1309 // scope, so the draw gets processed before the filter texture gets deleted. | 1196 // scope, so the draw gets processed before the filter texture gets deleted. |
1310 if (filter_image) | 1197 if (filter_image) |
1311 GLC(gl_, gl_->Flush()); | 1198 GLC(gl_, gl_->Flush()); |
1312 | 1199 |
1313 if (!use_shaders_for_blending) | 1200 if (!use_shaders_for_blending) |
1314 RestoreBlendFuncToDefault(blend_mode); | 1201 RestoreBlendFuncToDefault(blend_mode); |
1315 } | 1202 } |
1316 | 1203 |
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3255 context_support_->ScheduleOverlayPlane( | 3142 context_support_->ScheduleOverlayPlane( |
3256 overlay.plane_z_order, | 3143 overlay.plane_z_order, |
3257 overlay.transform, | 3144 overlay.transform, |
3258 pending_overlay_resources_.back()->texture_id(), | 3145 pending_overlay_resources_.back()->texture_id(), |
3259 overlay.display_rect, | 3146 overlay.display_rect, |
3260 overlay.uv_rect); | 3147 overlay.uv_rect); |
3261 } | 3148 } |
3262 } | 3149 } |
3263 | 3150 |
3264 } // namespace cc | 3151 } // namespace cc |
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