| Index: cc/output/gl_renderer.cc
|
| diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc
|
| index 6142d96408d22e51d47489f905c1280e62ffa635..b5150e572df69562cccbe2901aff85d22b1002ca 100644
|
| --- a/cc/output/gl_renderer.cc
|
| +++ b/cc/output/gl_renderer.cc
|
| @@ -1016,19 +1016,7 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
|
| highp_threshold_min_,
|
| quad->shared_quad_state->visible_content_rect.bottom_right());
|
|
|
| - int shader_quad_location = -1;
|
| - int shader_edge_location = -1;
|
| - int shader_viewport_location = -1;
|
| - int shader_mask_sampler_location = -1;
|
| - int shader_mask_tex_coord_scale_location = -1;
|
| - int shader_mask_tex_coord_offset_location = -1;
|
| - int shader_matrix_location = -1;
|
| - int shader_alpha_location = -1;
|
| - int shader_color_matrix_location = -1;
|
| - int shader_color_offset_location = -1;
|
| - int shader_tex_transform_location = -1;
|
| - int shader_backdrop_location = -1;
|
| - int shader_backdrop_rect_location = -1;
|
| + ShaderLocations locations;
|
|
|
| DCHECK_EQ(background_texture || background_image, use_shaders_for_blending);
|
| BlendMode shader_blend_mode = use_shaders_for_blending
|
| @@ -1039,161 +1027,61 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
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| const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA(
|
| tex_coord_precision, mask_sampler, shader_blend_mode);
|
| SetUseProgram(program->program());
|
| - GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
|
| -
|
| - shader_quad_location = program->vertex_shader().quad_location();
|
| - shader_edge_location = program->vertex_shader().edge_location();
|
| - shader_viewport_location = program->vertex_shader().viewport_location();
|
| - shader_mask_sampler_location =
|
| - program->fragment_shader().mask_sampler_location();
|
| - shader_mask_tex_coord_scale_location =
|
| - program->fragment_shader().mask_tex_coord_scale_location();
|
| - shader_mask_tex_coord_offset_location =
|
| - program->fragment_shader().mask_tex_coord_offset_location();
|
| - shader_matrix_location = program->vertex_shader().matrix_location();
|
| - shader_alpha_location = program->fragment_shader().alpha_location();
|
| - shader_tex_transform_location =
|
| - program->vertex_shader().tex_transform_location();
|
| - shader_backdrop_location = program->fragment_shader().backdrop_location();
|
| - shader_backdrop_rect_location =
|
| - program->fragment_shader().backdrop_rect_location();
|
| + program->vertex_shader().FillLocations(&locations);
|
| + program->fragment_shader().FillLocations(&locations);
|
| + GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
|
| } else if (!use_aa && mask_texture_id && !use_color_matrix) {
|
| const RenderPassMaskProgram* program = GetRenderPassMaskProgram(
|
| tex_coord_precision, mask_sampler, shader_blend_mode);
|
| SetUseProgram(program->program());
|
| - GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
|
| -
|
| - shader_mask_sampler_location =
|
| - program->fragment_shader().mask_sampler_location();
|
| - shader_mask_tex_coord_scale_location =
|
| - program->fragment_shader().mask_tex_coord_scale_location();
|
| - shader_mask_tex_coord_offset_location =
|
| - program->fragment_shader().mask_tex_coord_offset_location();
|
| - shader_matrix_location = program->vertex_shader().matrix_location();
|
| - shader_alpha_location = program->fragment_shader().alpha_location();
|
| - shader_tex_transform_location =
|
| - program->vertex_shader().tex_transform_location();
|
| - shader_backdrop_location = program->fragment_shader().backdrop_location();
|
| - shader_backdrop_rect_location =
|
| - program->fragment_shader().backdrop_rect_location();
|
| + program->vertex_shader().FillLocations(&locations);
|
| + program->fragment_shader().FillLocations(&locations);
|
| + GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
|
| } else if (use_aa && !mask_texture_id && !use_color_matrix) {
|
| const RenderPassProgramAA* program =
|
| GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode);
|
| SetUseProgram(program->program());
|
| - GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
|
| -
|
| - shader_quad_location = program->vertex_shader().quad_location();
|
| - shader_edge_location = program->vertex_shader().edge_location();
|
| - shader_viewport_location = program->vertex_shader().viewport_location();
|
| - shader_matrix_location = program->vertex_shader().matrix_location();
|
| - shader_alpha_location = program->fragment_shader().alpha_location();
|
| - shader_tex_transform_location =
|
| - program->vertex_shader().tex_transform_location();
|
| - shader_backdrop_location = program->fragment_shader().backdrop_location();
|
| - shader_backdrop_rect_location =
|
| - program->fragment_shader().backdrop_rect_location();
|
| + program->vertex_shader().FillLocations(&locations);
|
| + program->fragment_shader().FillLocations(&locations);
|
| + GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
|
| } else if (use_aa && mask_texture_id && use_color_matrix) {
|
| const RenderPassMaskColorMatrixProgramAA* program =
|
| GetRenderPassMaskColorMatrixProgramAA(
|
| tex_coord_precision, mask_sampler, shader_blend_mode);
|
| SetUseProgram(program->program());
|
| - GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
|
| -
|
| - shader_matrix_location = program->vertex_shader().matrix_location();
|
| - shader_quad_location = program->vertex_shader().quad_location();
|
| - shader_tex_transform_location =
|
| - program->vertex_shader().tex_transform_location();
|
| - shader_edge_location = program->vertex_shader().edge_location();
|
| - shader_viewport_location = program->vertex_shader().viewport_location();
|
| - shader_alpha_location = program->fragment_shader().alpha_location();
|
| - shader_mask_sampler_location =
|
| - program->fragment_shader().mask_sampler_location();
|
| - shader_mask_tex_coord_scale_location =
|
| - program->fragment_shader().mask_tex_coord_scale_location();
|
| - shader_mask_tex_coord_offset_location =
|
| - program->fragment_shader().mask_tex_coord_offset_location();
|
| - shader_color_matrix_location =
|
| - program->fragment_shader().color_matrix_location();
|
| - shader_color_offset_location =
|
| - program->fragment_shader().color_offset_location();
|
| - shader_backdrop_location = program->fragment_shader().backdrop_location();
|
| - shader_backdrop_rect_location =
|
| - program->fragment_shader().backdrop_rect_location();
|
| + program->vertex_shader().FillLocations(&locations);
|
| + program->fragment_shader().FillLocations(&locations);
|
| + GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
|
| } else if (use_aa && !mask_texture_id && use_color_matrix) {
|
| const RenderPassColorMatrixProgramAA* program =
|
| GetRenderPassColorMatrixProgramAA(tex_coord_precision,
|
| shader_blend_mode);
|
| SetUseProgram(program->program());
|
| - GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
|
| -
|
| - shader_matrix_location = program->vertex_shader().matrix_location();
|
| - shader_quad_location = program->vertex_shader().quad_location();
|
| - shader_tex_transform_location =
|
| - program->vertex_shader().tex_transform_location();
|
| - shader_edge_location = program->vertex_shader().edge_location();
|
| - shader_viewport_location = program->vertex_shader().viewport_location();
|
| - shader_alpha_location = program->fragment_shader().alpha_location();
|
| - shader_color_matrix_location =
|
| - program->fragment_shader().color_matrix_location();
|
| - shader_color_offset_location =
|
| - program->fragment_shader().color_offset_location();
|
| - shader_backdrop_location = program->fragment_shader().backdrop_location();
|
| - shader_backdrop_rect_location =
|
| - program->fragment_shader().backdrop_rect_location();
|
| + program->vertex_shader().FillLocations(&locations);
|
| + program->fragment_shader().FillLocations(&locations);
|
| + GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
|
| } else if (!use_aa && mask_texture_id && use_color_matrix) {
|
| const RenderPassMaskColorMatrixProgram* program =
|
| GetRenderPassMaskColorMatrixProgram(
|
| tex_coord_precision, mask_sampler, shader_blend_mode);
|
| SetUseProgram(program->program());
|
| - GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
|
| -
|
| - shader_matrix_location = program->vertex_shader().matrix_location();
|
| - shader_tex_transform_location =
|
| - program->vertex_shader().tex_transform_location();
|
| - shader_mask_sampler_location =
|
| - program->fragment_shader().mask_sampler_location();
|
| - shader_mask_tex_coord_scale_location =
|
| - program->fragment_shader().mask_tex_coord_scale_location();
|
| - shader_mask_tex_coord_offset_location =
|
| - program->fragment_shader().mask_tex_coord_offset_location();
|
| - shader_alpha_location = program->fragment_shader().alpha_location();
|
| - shader_color_matrix_location =
|
| - program->fragment_shader().color_matrix_location();
|
| - shader_color_offset_location =
|
| - program->fragment_shader().color_offset_location();
|
| - shader_backdrop_location = program->fragment_shader().backdrop_location();
|
| - shader_backdrop_rect_location =
|
| - program->fragment_shader().backdrop_rect_location();
|
| + program->vertex_shader().FillLocations(&locations);
|
| + program->fragment_shader().FillLocations(&locations);
|
| + GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
|
| } else if (!use_aa && !mask_texture_id && use_color_matrix) {
|
| const RenderPassColorMatrixProgram* program =
|
| GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode);
|
| SetUseProgram(program->program());
|
| - GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
|
| -
|
| - shader_matrix_location = program->vertex_shader().matrix_location();
|
| - shader_tex_transform_location =
|
| - program->vertex_shader().tex_transform_location();
|
| - shader_alpha_location = program->fragment_shader().alpha_location();
|
| - shader_color_matrix_location =
|
| - program->fragment_shader().color_matrix_location();
|
| - shader_color_offset_location =
|
| - program->fragment_shader().color_offset_location();
|
| - shader_backdrop_location = program->fragment_shader().backdrop_location();
|
| - shader_backdrop_rect_location =
|
| - program->fragment_shader().backdrop_rect_location();
|
| + program->vertex_shader().FillLocations(&locations);
|
| + program->fragment_shader().FillLocations(&locations);
|
| + GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
|
| } else {
|
| const RenderPassProgram* program =
|
| GetRenderPassProgram(tex_coord_precision, shader_blend_mode);
|
| SetUseProgram(program->program());
|
| - GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0));
|
| -
|
| - shader_matrix_location = program->vertex_shader().matrix_location();
|
| - shader_alpha_location = program->fragment_shader().alpha_location();
|
| - shader_tex_transform_location =
|
| - program->vertex_shader().tex_transform_location();
|
| - shader_backdrop_location = program->fragment_shader().backdrop_location();
|
| - shader_backdrop_rect_location =
|
| - program->fragment_shader().backdrop_rect_location();
|
| + program->vertex_shader().FillLocations(&locations);
|
| + program->fragment_shader().FillLocations(&locations);
|
| + GLC(gl_, gl_->Uniform1i(locations.sampler, 0));
|
| }
|
| float tex_scale_x =
|
| quad->rect.width() / static_cast<float>(contents_texture->size().width());
|
| @@ -1202,22 +1090,22 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
|
| DCHECK_LE(tex_scale_x, 1.0f);
|
| DCHECK_LE(tex_scale_y, 1.0f);
|
|
|
| - DCHECK(shader_tex_transform_location != -1 || IsContextLost());
|
| + DCHECK(locations.tex_transform != -1 || IsContextLost());
|
| // Flip the content vertically in the shader, as the RenderPass input
|
| // texture is already oriented the same way as the framebuffer, but the
|
| // projection transform does a flip.
|
| GLC(gl_,
|
| - gl_->Uniform4f(shader_tex_transform_location,
|
| + gl_->Uniform4f(locations.tex_transform,
|
| 0.0f,
|
| tex_scale_y,
|
| tex_scale_x,
|
| -tex_scale_y));
|
|
|
| GLint last_texture_unit = 0;
|
| - if (shader_mask_sampler_location != -1) {
|
| - DCHECK_NE(shader_mask_tex_coord_scale_location, 1);
|
| - DCHECK_NE(shader_mask_tex_coord_offset_location, 1);
|
| - GLC(gl_, gl_->Uniform1i(shader_mask_sampler_location, 1));
|
| + if (locations.mask_sampler != -1) {
|
| + DCHECK_NE(locations.mask_tex_coord_scale, 1);
|
| + DCHECK_NE(locations.mask_tex_coord_offset, 1);
|
| + GLC(gl_, gl_->Uniform1i(locations.mask_sampler, 1));
|
|
|
| gfx::RectF mask_uv_rect = quad->MaskUVRect();
|
| if (mask_sampler != SAMPLER_TYPE_2D) {
|
| @@ -1229,56 +1117,56 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
|
| // and the RenderPass contents texture, so we flip the tex coords from the
|
| // RenderPass texture to find the mask texture coords.
|
| GLC(gl_,
|
| - gl_->Uniform2f(shader_mask_tex_coord_offset_location,
|
| + gl_->Uniform2f(locations.mask_tex_coord_offset,
|
| mask_uv_rect.x(),
|
| mask_uv_rect.bottom()));
|
| GLC(gl_,
|
| - gl_->Uniform2f(shader_mask_tex_coord_scale_location,
|
| + gl_->Uniform2f(locations.mask_tex_coord_scale,
|
| mask_uv_rect.width() / tex_scale_x,
|
| -mask_uv_rect.height() / tex_scale_y));
|
|
|
| last_texture_unit = 1;
|
| }
|
|
|
| - if (shader_edge_location != -1)
|
| - GLC(gl_, gl_->Uniform3fv(shader_edge_location, 8, edge));
|
| + if (locations.edge != -1)
|
| + GLC(gl_, gl_->Uniform3fv(locations.edge, 8, edge));
|
|
|
| - if (shader_viewport_location != -1) {
|
| + if (locations.viewport != -1) {
|
| float viewport[4] = {static_cast<float>(viewport_.x()),
|
| static_cast<float>(viewport_.y()),
|
| static_cast<float>(viewport_.width()),
|
| static_cast<float>(viewport_.height()), };
|
| - GLC(gl_, gl_->Uniform4fv(shader_viewport_location, 1, viewport));
|
| + GLC(gl_, gl_->Uniform4fv(locations.viewport, 1, viewport));
|
| }
|
|
|
| - if (shader_color_matrix_location != -1) {
|
| + if (locations.color_matrix != -1) {
|
| float matrix[16];
|
| for (int i = 0; i < 4; ++i) {
|
| for (int j = 0; j < 4; ++j)
|
| matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]);
|
| }
|
| GLC(gl_,
|
| - gl_->UniformMatrix4fv(shader_color_matrix_location, 1, false, matrix));
|
| + gl_->UniformMatrix4fv(locations.color_matrix, 1, false, matrix));
|
| }
|
| static const float kScale = 1.0f / 255.0f;
|
| - if (shader_color_offset_location != -1) {
|
| + if (locations.color_offset != -1) {
|
| float offset[4];
|
| for (int i = 0; i < 4; ++i)
|
| offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale;
|
|
|
| - GLC(gl_, gl_->Uniform4fv(shader_color_offset_location, 1, offset));
|
| + GLC(gl_, gl_->Uniform4fv(locations.color_offset, 1, offset));
|
| }
|
|
|
| scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_background_sampler_lock;
|
| - if (shader_backdrop_location != -1) {
|
| + if (locations.backdrop != -1) {
|
| DCHECK(background_texture || background_image);
|
| - DCHECK_NE(shader_backdrop_location, 0);
|
| - DCHECK_NE(shader_backdrop_rect_location, 0);
|
| + DCHECK_NE(locations.backdrop, 0);
|
| + DCHECK_NE(locations.backdrop_rect, 0);
|
|
|
| - GLC(gl_, gl_->Uniform1i(shader_backdrop_location, ++last_texture_unit));
|
| + GLC(gl_, gl_->Uniform1i(locations.backdrop, ++last_texture_unit));
|
|
|
| GLC(gl_,
|
| - gl_->Uniform4f(shader_backdrop_rect_location,
|
| + gl_->Uniform4f(locations.backdrop_rect,
|
| background_rect.x(),
|
| background_rect.y(),
|
| background_rect.width(),
|
| @@ -1300,10 +1188,10 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame,
|
| }
|
| }
|
|
|
| - SetShaderOpacity(quad->opacity(), shader_alpha_location);
|
| - SetShaderQuadF(surface_quad, shader_quad_location);
|
| + SetShaderOpacity(quad->opacity(), locations.alpha);
|
| + SetShaderQuadF(surface_quad, locations.quad);
|
| DrawQuadGeometry(
|
| - frame, quad->quadTransform(), quad->rect, shader_matrix_location);
|
| + frame, quad->quadTransform(), quad->rect, locations.matrix);
|
|
|
| // Flush the compositor context before the filter bitmap goes out of
|
| // scope, so the draw gets processed before the filter texture gets deleted.
|
|
|