Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(34)

Side by Side Diff: cc/output/gl_renderer.cc

Issue 977533002: cc: Refactored shader locations (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: fix chromium-style Created 5 years, 9 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View unified diff | Download patch
« no previous file with comments | « no previous file | cc/output/shader.h » ('j') | no next file with comments »
Toggle Intra-line Diffs ('i') | Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
OLDNEW
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>
(...skipping 998 matching lines...) Expand 10 before | Expand all | Expand 10 after
1009 1009
1010 ApplyBlendModeUsingBlendFunc(blend_mode); 1010 ApplyBlendModeUsingBlendFunc(blend_mode);
1011 } 1011 }
1012 1012
1013 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( 1013 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired(
1014 gl_, 1014 gl_,
1015 &highp_threshold_cache_, 1015 &highp_threshold_cache_,
1016 highp_threshold_min_, 1016 highp_threshold_min_,
1017 quad->shared_quad_state->visible_content_rect.bottom_right()); 1017 quad->shared_quad_state->visible_content_rect.bottom_right());
1018 1018
1019 int shader_quad_location = -1; 1019 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 1020
1033 DCHECK_EQ(background_texture || background_image, use_shaders_for_blending); 1021 DCHECK_EQ(background_texture || background_image, use_shaders_for_blending);
1034 BlendMode shader_blend_mode = use_shaders_for_blending 1022 BlendMode shader_blend_mode = use_shaders_for_blending
1035 ? BlendModeFromSkXfermode(blend_mode) 1023 ? BlendModeFromSkXfermode(blend_mode)
1036 : BLEND_MODE_NONE; 1024 : BLEND_MODE_NONE;
1037 1025
1038 if (use_aa && mask_texture_id && !use_color_matrix) { 1026 if (use_aa && mask_texture_id && !use_color_matrix) {
1039 const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA( 1027 const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA(
1040 tex_coord_precision, mask_sampler, shader_blend_mode); 1028 tex_coord_precision, mask_sampler, shader_blend_mode);
1041 SetUseProgram(program->program()); 1029 SetUseProgram(program->program());
1042 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1030 program->vertex_shader().FillLocations(&locations);
1043 1031 program->fragment_shader().FillLocations(&locations);
1044 shader_quad_location = program->vertex_shader().quad_location(); 1032 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) { 1033 } else if (!use_aa && mask_texture_id && !use_color_matrix) {
1061 const RenderPassMaskProgram* program = GetRenderPassMaskProgram( 1034 const RenderPassMaskProgram* program = GetRenderPassMaskProgram(
1062 tex_coord_precision, mask_sampler, shader_blend_mode); 1035 tex_coord_precision, mask_sampler, shader_blend_mode);
1063 SetUseProgram(program->program()); 1036 SetUseProgram(program->program());
1064 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1037 program->vertex_shader().FillLocations(&locations);
1065 1038 program->fragment_shader().FillLocations(&locations);
1066 shader_mask_sampler_location = 1039 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) { 1040 } else if (use_aa && !mask_texture_id && !use_color_matrix) {
1080 const RenderPassProgramAA* program = 1041 const RenderPassProgramAA* program =
1081 GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode); 1042 GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode);
1082 SetUseProgram(program->program()); 1043 SetUseProgram(program->program());
1083 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1044 program->vertex_shader().FillLocations(&locations);
1084 1045 program->fragment_shader().FillLocations(&locations);
1085 shader_quad_location = program->vertex_shader().quad_location(); 1046 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) { 1047 } else if (use_aa && mask_texture_id && use_color_matrix) {
1096 const RenderPassMaskColorMatrixProgramAA* program = 1048 const RenderPassMaskColorMatrixProgramAA* program =
1097 GetRenderPassMaskColorMatrixProgramAA( 1049 GetRenderPassMaskColorMatrixProgramAA(
1098 tex_coord_precision, mask_sampler, shader_blend_mode); 1050 tex_coord_precision, mask_sampler, shader_blend_mode);
1099 SetUseProgram(program->program()); 1051 SetUseProgram(program->program());
1100 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1052 program->vertex_shader().FillLocations(&locations);
1101 1053 program->fragment_shader().FillLocations(&locations);
1102 shader_matrix_location = program->vertex_shader().matrix_location(); 1054 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) { 1055 } else if (use_aa && !mask_texture_id && use_color_matrix) {
1123 const RenderPassColorMatrixProgramAA* program = 1056 const RenderPassColorMatrixProgramAA* program =
1124 GetRenderPassColorMatrixProgramAA(tex_coord_precision, 1057 GetRenderPassColorMatrixProgramAA(tex_coord_precision,
1125 shader_blend_mode); 1058 shader_blend_mode);
1126 SetUseProgram(program->program()); 1059 SetUseProgram(program->program());
1127 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1060 program->vertex_shader().FillLocations(&locations);
1128 1061 program->fragment_shader().FillLocations(&locations);
1129 shader_matrix_location = program->vertex_shader().matrix_location(); 1062 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) { 1063 } else if (!use_aa && mask_texture_id && use_color_matrix) {
1144 const RenderPassMaskColorMatrixProgram* program = 1064 const RenderPassMaskColorMatrixProgram* program =
1145 GetRenderPassMaskColorMatrixProgram( 1065 GetRenderPassMaskColorMatrixProgram(
1146 tex_coord_precision, mask_sampler, shader_blend_mode); 1066 tex_coord_precision, mask_sampler, shader_blend_mode);
1147 SetUseProgram(program->program()); 1067 SetUseProgram(program->program());
1148 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1068 program->vertex_shader().FillLocations(&locations);
1149 1069 program->fragment_shader().FillLocations(&locations);
1150 shader_matrix_location = program->vertex_shader().matrix_location(); 1070 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) { 1071 } else if (!use_aa && !mask_texture_id && use_color_matrix) {
1168 const RenderPassColorMatrixProgram* program = 1072 const RenderPassColorMatrixProgram* program =
1169 GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode); 1073 GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode);
1170 SetUseProgram(program->program()); 1074 SetUseProgram(program->program());
1171 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1075 program->vertex_shader().FillLocations(&locations);
1172 1076 program->fragment_shader().FillLocations(&locations);
1173 shader_matrix_location = program->vertex_shader().matrix_location(); 1077 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 { 1078 } else {
1185 const RenderPassProgram* program = 1079 const RenderPassProgram* program =
1186 GetRenderPassProgram(tex_coord_precision, shader_blend_mode); 1080 GetRenderPassProgram(tex_coord_precision, shader_blend_mode);
1187 SetUseProgram(program->program()); 1081 SetUseProgram(program->program());
1188 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); 1082 program->vertex_shader().FillLocations(&locations);
1189 1083 program->fragment_shader().FillLocations(&locations);
1190 shader_matrix_location = program->vertex_shader().matrix_location(); 1084 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 } 1085 }
1198 float tex_scale_x = 1086 float tex_scale_x =
1199 quad->rect.width() / static_cast<float>(contents_texture->size().width()); 1087 quad->rect.width() / static_cast<float>(contents_texture->size().width());
1200 float tex_scale_y = quad->rect.height() / 1088 float tex_scale_y = quad->rect.height() /
1201 static_cast<float>(contents_texture->size().height()); 1089 static_cast<float>(contents_texture->size().height());
1202 DCHECK_LE(tex_scale_x, 1.0f); 1090 DCHECK_LE(tex_scale_x, 1.0f);
1203 DCHECK_LE(tex_scale_y, 1.0f); 1091 DCHECK_LE(tex_scale_y, 1.0f);
1204 1092
1205 DCHECK(shader_tex_transform_location != -1 || IsContextLost()); 1093 DCHECK(locations.tex_transform != -1 || IsContextLost());
1206 // Flip the content vertically in the shader, as the RenderPass input 1094 // Flip the content vertically in the shader, as the RenderPass input
1207 // texture is already oriented the same way as the framebuffer, but the 1095 // texture is already oriented the same way as the framebuffer, but the
1208 // projection transform does a flip. 1096 // projection transform does a flip.
1209 GLC(gl_, 1097 GLC(gl_,
1210 gl_->Uniform4f(shader_tex_transform_location, 1098 gl_->Uniform4f(locations.tex_transform,
1211 0.0f, 1099 0.0f,
1212 tex_scale_y, 1100 tex_scale_y,
1213 tex_scale_x, 1101 tex_scale_x,
1214 -tex_scale_y)); 1102 -tex_scale_y));
1215 1103
1216 GLint last_texture_unit = 0; 1104 GLint last_texture_unit = 0;
1217 if (shader_mask_sampler_location != -1) { 1105 if (locations.mask_sampler != -1) {
1218 DCHECK_NE(shader_mask_tex_coord_scale_location, 1); 1106 DCHECK_NE(locations.mask_tex_coord_scale, 1);
1219 DCHECK_NE(shader_mask_tex_coord_offset_location, 1); 1107 DCHECK_NE(locations.mask_tex_coord_offset, 1);
1220 GLC(gl_, gl_->Uniform1i(shader_mask_sampler_location, 1)); 1108 GLC(gl_, gl_->Uniform1i(locations.mask_sampler, 1));
1221 1109
1222 gfx::RectF mask_uv_rect = quad->MaskUVRect(); 1110 gfx::RectF mask_uv_rect = quad->MaskUVRect();
1223 if (mask_sampler != SAMPLER_TYPE_2D) { 1111 if (mask_sampler != SAMPLER_TYPE_2D) {
1224 mask_uv_rect.Scale(quad->mask_texture_size.width(), 1112 mask_uv_rect.Scale(quad->mask_texture_size.width(),
1225 quad->mask_texture_size.height()); 1113 quad->mask_texture_size.height());
1226 } 1114 }
1227 1115
1228 // Mask textures are oriented vertically flipped relative to the framebuffer 1116 // Mask textures are oriented vertically flipped relative to the framebuffer
1229 // and the RenderPass contents texture, so we flip the tex coords from the 1117 // and the RenderPass contents texture, so we flip the tex coords from the
1230 // RenderPass texture to find the mask texture coords. 1118 // RenderPass texture to find the mask texture coords.
1231 GLC(gl_, 1119 GLC(gl_,
1232 gl_->Uniform2f(shader_mask_tex_coord_offset_location, 1120 gl_->Uniform2f(locations.mask_tex_coord_offset,
1233 mask_uv_rect.x(), 1121 mask_uv_rect.x(),
1234 mask_uv_rect.bottom())); 1122 mask_uv_rect.bottom()));
1235 GLC(gl_, 1123 GLC(gl_,
1236 gl_->Uniform2f(shader_mask_tex_coord_scale_location, 1124 gl_->Uniform2f(locations.mask_tex_coord_scale,
1237 mask_uv_rect.width() / tex_scale_x, 1125 mask_uv_rect.width() / tex_scale_x,
1238 -mask_uv_rect.height() / tex_scale_y)); 1126 -mask_uv_rect.height() / tex_scale_y));
1239 1127
1240 last_texture_unit = 1; 1128 last_texture_unit = 1;
1241 } 1129 }
1242 1130
1243 if (shader_edge_location != -1) 1131 if (locations.edge != -1)
1244 GLC(gl_, gl_->Uniform3fv(shader_edge_location, 8, edge)); 1132 GLC(gl_, gl_->Uniform3fv(locations.edge, 8, edge));
1245 1133
1246 if (shader_viewport_location != -1) { 1134 if (locations.viewport != -1) {
1247 float viewport[4] = {static_cast<float>(viewport_.x()), 1135 float viewport[4] = {static_cast<float>(viewport_.x()),
1248 static_cast<float>(viewport_.y()), 1136 static_cast<float>(viewport_.y()),
1249 static_cast<float>(viewport_.width()), 1137 static_cast<float>(viewport_.width()),
1250 static_cast<float>(viewport_.height()), }; 1138 static_cast<float>(viewport_.height()), };
1251 GLC(gl_, gl_->Uniform4fv(shader_viewport_location, 1, viewport)); 1139 GLC(gl_, gl_->Uniform4fv(locations.viewport, 1, viewport));
1252 } 1140 }
1253 1141
1254 if (shader_color_matrix_location != -1) { 1142 if (locations.color_matrix != -1) {
1255 float matrix[16]; 1143 float matrix[16];
1256 for (int i = 0; i < 4; ++i) { 1144 for (int i = 0; i < 4; ++i) {
1257 for (int j = 0; j < 4; ++j) 1145 for (int j = 0; j < 4; ++j)
1258 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]); 1146 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]);
1259 } 1147 }
1260 GLC(gl_, 1148 GLC(gl_,
1261 gl_->UniformMatrix4fv(shader_color_matrix_location, 1, false, matrix)); 1149 gl_->UniformMatrix4fv(locations.color_matrix, 1, false, matrix));
1262 } 1150 }
1263 static const float kScale = 1.0f / 255.0f; 1151 static const float kScale = 1.0f / 255.0f;
1264 if (shader_color_offset_location != -1) { 1152 if (locations.color_offset != -1) {
1265 float offset[4]; 1153 float offset[4];
1266 for (int i = 0; i < 4; ++i) 1154 for (int i = 0; i < 4; ++i)
1267 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale; 1155 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale;
1268 1156
1269 GLC(gl_, gl_->Uniform4fv(shader_color_offset_location, 1, offset)); 1157 GLC(gl_, gl_->Uniform4fv(locations.color_offset, 1, offset));
1270 } 1158 }
1271 1159
1272 scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_background_sampler_lock; 1160 scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_background_sampler_lock;
1273 if (shader_backdrop_location != -1) { 1161 if (locations.backdrop != -1) {
1274 DCHECK(background_texture || background_image); 1162 DCHECK(background_texture || background_image);
1275 DCHECK_NE(shader_backdrop_location, 0); 1163 DCHECK_NE(locations.backdrop, 0);
1276 DCHECK_NE(shader_backdrop_rect_location, 0); 1164 DCHECK_NE(locations.backdrop_rect, 0);
1277 1165
1278 GLC(gl_, gl_->Uniform1i(shader_backdrop_location, ++last_texture_unit)); 1166 GLC(gl_, gl_->Uniform1i(locations.backdrop, ++last_texture_unit));
1279 1167
1280 GLC(gl_, 1168 GLC(gl_,
1281 gl_->Uniform4f(shader_backdrop_rect_location, 1169 gl_->Uniform4f(locations.backdrop_rect,
1282 background_rect.x(), 1170 background_rect.x(),
1283 background_rect.y(), 1171 background_rect.y(),
1284 background_rect.width(), 1172 background_rect.width(),
1285 background_rect.height())); 1173 background_rect.height()));
1286 1174
1287 if (background_image) { 1175 if (background_image) {
1288 GrTexture* texture = background_image->getTexture(); 1176 GrTexture* texture = background_image->getTexture();
1289 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0 + last_texture_unit)); 1177 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0 + last_texture_unit));
1290 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle()); 1178 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle());
1291 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0)); 1179 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0));
1292 } else { 1180 } else {
1293 shader_background_sampler_lock = make_scoped_ptr( 1181 shader_background_sampler_lock = make_scoped_ptr(
1294 new ResourceProvider::ScopedSamplerGL(resource_provider_, 1182 new ResourceProvider::ScopedSamplerGL(resource_provider_,
1295 background_texture->id(), 1183 background_texture->id(),
1296 GL_TEXTURE0 + last_texture_unit, 1184 GL_TEXTURE0 + last_texture_unit,
1297 GL_LINEAR)); 1185 GL_LINEAR));
1298 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), 1186 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D),
1299 shader_background_sampler_lock->target()); 1187 shader_background_sampler_lock->target());
1300 } 1188 }
1301 } 1189 }
1302 1190
1303 SetShaderOpacity(quad->opacity(), shader_alpha_location); 1191 SetShaderOpacity(quad->opacity(), locations.alpha);
1304 SetShaderQuadF(surface_quad, shader_quad_location); 1192 SetShaderQuadF(surface_quad, locations.quad);
1305 DrawQuadGeometry( 1193 DrawQuadGeometry(
1306 frame, quad->quadTransform(), quad->rect, shader_matrix_location); 1194 frame, quad->quadTransform(), quad->rect, locations.matrix);
1307 1195
1308 // Flush the compositor context before the filter bitmap goes out of 1196 // Flush the compositor context before the filter bitmap goes out of
1309 // scope, so the draw gets processed before the filter texture gets deleted. 1197 // scope, so the draw gets processed before the filter texture gets deleted.
1310 if (filter_image) 1198 if (filter_image)
1311 GLC(gl_, gl_->Flush()); 1199 GLC(gl_, gl_->Flush());
1312 1200
1313 if (!use_shaders_for_blending) 1201 if (!use_shaders_for_blending)
1314 RestoreBlendFuncToDefault(blend_mode); 1202 RestoreBlendFuncToDefault(blend_mode);
1315 } 1203 }
1316 1204
(...skipping 1938 matching lines...) Expand 10 before | Expand all | Expand 10 after
3255 context_support_->ScheduleOverlayPlane( 3143 context_support_->ScheduleOverlayPlane(
3256 overlay.plane_z_order, 3144 overlay.plane_z_order,
3257 overlay.transform, 3145 overlay.transform,
3258 pending_overlay_resources_.back()->texture_id(), 3146 pending_overlay_resources_.back()->texture_id(),
3259 overlay.display_rect, 3147 overlay.display_rect,
3260 overlay.uv_rect); 3148 overlay.uv_rect);
3261 } 3149 }
3262 } 3150 }
3263 3151
3264 } // namespace cc 3152 } // namespace cc
OLDNEW
« no previous file with comments | « no previous file | cc/output/shader.h » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698