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Unified 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, 10 months ago
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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,
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.
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