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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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551 SetUseProgram(program->program()); | 551 SetUseProgram(program->program()); |
552 | 552 |
553 SkColor color = quad->color; | 553 SkColor color = quad->color; |
554 GLC(gl_, | 554 GLC(gl_, |
555 gl_->Uniform4f(program->fragment_shader().color_location(), | 555 gl_->Uniform4f(program->fragment_shader().color_location(), |
556 SkColorGetR(color) * (1.0f / 255.0f), | 556 SkColorGetR(color) * (1.0f / 255.0f), |
557 SkColorGetG(color) * (1.0f / 255.0f), | 557 SkColorGetG(color) * (1.0f / 255.0f), |
558 SkColorGetB(color) * (1.0f / 255.0f), | 558 SkColorGetB(color) * (1.0f / 255.0f), |
559 1)); | 559 1)); |
560 | 560 |
561 const int checkerboard_width = 16; | 561 const int kCheckerboardWidth = 16; |
562 float frequency = 1.0f / checkerboard_width; | 562 float frequency = 1.0f / kCheckerboardWidth; |
563 | 563 |
564 gfx::Rect tile_rect = quad->rect; | 564 gfx::Rect tile_rect = quad->rect; |
565 float tex_offset_x = tile_rect.x() % checkerboard_width; | 565 float tex_offset_x = |
566 float tex_offset_y = tile_rect.y() % checkerboard_width; | 566 static_cast<int>(tile_rect.x() / quad->scale) % kCheckerboardWidth; |
567 float tex_scale_x = tile_rect.width(); | 567 float tex_offset_y = |
568 float tex_scale_y = tile_rect.height(); | 568 static_cast<int>(tile_rect.y() / quad->scale) % kCheckerboardWidth; |
| 569 float tex_scale_x = tile_rect.width() / quad->scale; |
| 570 float tex_scale_y = tile_rect.height() / quad->scale; |
569 GLC(gl_, | 571 GLC(gl_, |
570 gl_->Uniform4f(program->fragment_shader().tex_transform_location(), | 572 gl_->Uniform4f(program->fragment_shader().tex_transform_location(), |
571 tex_offset_x, | 573 tex_offset_x, |
572 tex_offset_y, | 574 tex_offset_y, |
573 tex_scale_x, | 575 tex_scale_x, |
574 tex_scale_y)); | 576 tex_scale_y)); |
575 | 577 |
576 GLC(gl_, | 578 GLC(gl_, |
577 gl_->Uniform1f(program->fragment_shader().frequency_location(), | 579 gl_->Uniform1f(program->fragment_shader().frequency_location(), |
578 frequency)); | 580 frequency)); |
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930 background_image = | 932 background_image = |
931 ApplyBackgroundFilters(frame, quad, background_texture.get()); | 933 ApplyBackgroundFilters(frame, quad, background_texture.get()); |
932 } | 934 } |
933 } | 935 } |
934 | 936 |
935 if (!background_texture) { | 937 if (!background_texture) { |
936 // Something went wrong with reading the backdrop. | 938 // Something went wrong with reading the backdrop. |
937 DCHECK(!background_image); | 939 DCHECK(!background_image); |
938 use_shaders_for_blending = false; | 940 use_shaders_for_blending = false; |
939 } else if (background_image) { | 941 } else if (background_image) { |
940 background_texture.reset(); | 942 // Reset original background texture if there is not any mask |
| 943 if (!quad->mask_resource_id) |
| 944 background_texture.reset(); |
941 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode) && | 945 } else if (CanApplyBlendModeUsingBlendFunc(blend_mode) && |
942 ShouldApplyBackgroundFilters(frame, quad)) { | 946 ShouldApplyBackgroundFilters(frame, quad)) { |
943 // Something went wrong with applying background filters to the backdrop. | 947 // Something went wrong with applying background filters to the backdrop. |
944 use_shaders_for_blending = false; | 948 use_shaders_for_blending = false; |
945 background_texture.reset(); | 949 background_texture.reset(); |
946 } | 950 } |
947 } | 951 } |
948 | 952 // Need original background texture for mask? |
| 953 bool mask_for_background = |
| 954 background_texture && // Have original background texture |
| 955 background_image && // Have filtered background texture |
| 956 quad->mask_resource_id; // Have mask texture |
949 SetBlendEnabled( | 957 SetBlendEnabled( |
950 !use_shaders_for_blending && | 958 !use_shaders_for_blending && |
951 (quad->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode))); | 959 (quad->ShouldDrawWithBlending() || !IsDefaultBlendMode(blend_mode))); |
952 | 960 |
953 // TODO(senorblanco): Cache this value so that we don't have to do it for both | 961 // TODO(senorblanco): Cache this value so that we don't have to do it for both |
954 // the surface and its replica. Apply filters to the contents texture. | 962 // the surface and its replica. Apply filters to the contents texture. |
955 skia::RefPtr<SkImage> filter_image; | 963 skia::RefPtr<SkImage> filter_image; |
956 SkScalar color_matrix[20]; | 964 SkScalar color_matrix[20]; |
957 bool use_color_matrix = false; | 965 bool use_color_matrix = false; |
958 if (!quad->filters.IsEmpty()) { | 966 if (!quad->filters.IsEmpty()) { |
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1008 | 1016 |
1009 ApplyBlendModeUsingBlendFunc(blend_mode); | 1017 ApplyBlendModeUsingBlendFunc(blend_mode); |
1010 } | 1018 } |
1011 | 1019 |
1012 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( | 1020 TexCoordPrecision tex_coord_precision = TexCoordPrecisionRequired( |
1013 gl_, | 1021 gl_, |
1014 &highp_threshold_cache_, | 1022 &highp_threshold_cache_, |
1015 highp_threshold_min_, | 1023 highp_threshold_min_, |
1016 quad->shared_quad_state->visible_content_rect.bottom_right()); | 1024 quad->shared_quad_state->visible_content_rect.bottom_right()); |
1017 | 1025 |
1018 int shader_quad_location = -1; | 1026 ShaderLocations locations; |
1019 int shader_edge_location = -1; | |
1020 int shader_viewport_location = -1; | |
1021 int shader_mask_sampler_location = -1; | |
1022 int shader_mask_tex_coord_scale_location = -1; | |
1023 int shader_mask_tex_coord_offset_location = -1; | |
1024 int shader_matrix_location = -1; | |
1025 int shader_alpha_location = -1; | |
1026 int shader_color_matrix_location = -1; | |
1027 int shader_color_offset_location = -1; | |
1028 int shader_tex_transform_location = -1; | |
1029 int shader_backdrop_location = -1; | |
1030 int shader_backdrop_rect_location = -1; | |
1031 | 1027 |
1032 DCHECK_EQ(background_texture || background_image, use_shaders_for_blending); | 1028 DCHECK_EQ(background_texture || background_image, use_shaders_for_blending); |
1033 BlendMode shader_blend_mode = use_shaders_for_blending | 1029 BlendMode shader_blend_mode = use_shaders_for_blending |
1034 ? BlendModeFromSkXfermode(blend_mode) | 1030 ? BlendModeFromSkXfermode(blend_mode) |
1035 : BLEND_MODE_NONE; | 1031 : BLEND_MODE_NONE; |
1036 | 1032 |
1037 if (use_aa && mask_texture_id && !use_color_matrix) { | 1033 if (use_aa && mask_texture_id && !use_color_matrix) { |
1038 const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA( | 1034 const RenderPassMaskProgramAA* program = GetRenderPassMaskProgramAA( |
1039 tex_coord_precision, mask_sampler, shader_blend_mode); | 1035 tex_coord_precision, mask_sampler, |
| 1036 shader_blend_mode, mask_for_background); |
1040 SetUseProgram(program->program()); | 1037 SetUseProgram(program->program()); |
1041 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1038 program->vertex_shader().FillLocations(&locations); |
1042 | 1039 program->fragment_shader().FillLocations(&locations); |
1043 shader_quad_location = program->vertex_shader().quad_location(); | 1040 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1044 shader_edge_location = program->vertex_shader().edge_location(); | |
1045 shader_viewport_location = program->vertex_shader().viewport_location(); | |
1046 shader_mask_sampler_location = | |
1047 program->fragment_shader().mask_sampler_location(); | |
1048 shader_mask_tex_coord_scale_location = | |
1049 program->fragment_shader().mask_tex_coord_scale_location(); | |
1050 shader_mask_tex_coord_offset_location = | |
1051 program->fragment_shader().mask_tex_coord_offset_location(); | |
1052 shader_matrix_location = program->vertex_shader().matrix_location(); | |
1053 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1054 shader_tex_transform_location = | |
1055 program->vertex_shader().tex_transform_location(); | |
1056 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1057 shader_backdrop_rect_location = | |
1058 program->fragment_shader().backdrop_rect_location(); | |
1059 } else if (!use_aa && mask_texture_id && !use_color_matrix) { | 1041 } else if (!use_aa && mask_texture_id && !use_color_matrix) { |
1060 const RenderPassMaskProgram* program = GetRenderPassMaskProgram( | 1042 const RenderPassMaskProgram* program = GetRenderPassMaskProgram( |
1061 tex_coord_precision, mask_sampler, shader_blend_mode); | 1043 tex_coord_precision, mask_sampler, |
| 1044 shader_blend_mode, mask_for_background); |
1062 SetUseProgram(program->program()); | 1045 SetUseProgram(program->program()); |
1063 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1046 program->vertex_shader().FillLocations(&locations); |
1064 | 1047 program->fragment_shader().FillLocations(&locations); |
1065 shader_mask_sampler_location = | 1048 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1066 program->fragment_shader().mask_sampler_location(); | |
1067 shader_mask_tex_coord_scale_location = | |
1068 program->fragment_shader().mask_tex_coord_scale_location(); | |
1069 shader_mask_tex_coord_offset_location = | |
1070 program->fragment_shader().mask_tex_coord_offset_location(); | |
1071 shader_matrix_location = program->vertex_shader().matrix_location(); | |
1072 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1073 shader_tex_transform_location = | |
1074 program->vertex_shader().tex_transform_location(); | |
1075 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1076 shader_backdrop_rect_location = | |
1077 program->fragment_shader().backdrop_rect_location(); | |
1078 } else if (use_aa && !mask_texture_id && !use_color_matrix) { | 1049 } else if (use_aa && !mask_texture_id && !use_color_matrix) { |
1079 const RenderPassProgramAA* program = | 1050 const RenderPassProgramAA* program = |
1080 GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode); | 1051 GetRenderPassProgramAA(tex_coord_precision, shader_blend_mode); |
1081 SetUseProgram(program->program()); | 1052 SetUseProgram(program->program()); |
1082 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1053 program->vertex_shader().FillLocations(&locations); |
1083 | 1054 program->fragment_shader().FillLocations(&locations); |
1084 shader_quad_location = program->vertex_shader().quad_location(); | 1055 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1085 shader_edge_location = program->vertex_shader().edge_location(); | |
1086 shader_viewport_location = program->vertex_shader().viewport_location(); | |
1087 shader_matrix_location = program->vertex_shader().matrix_location(); | |
1088 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1089 shader_tex_transform_location = | |
1090 program->vertex_shader().tex_transform_location(); | |
1091 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1092 shader_backdrop_rect_location = | |
1093 program->fragment_shader().backdrop_rect_location(); | |
1094 } else if (use_aa && mask_texture_id && use_color_matrix) { | 1056 } else if (use_aa && mask_texture_id && use_color_matrix) { |
1095 const RenderPassMaskColorMatrixProgramAA* program = | 1057 const RenderPassMaskColorMatrixProgramAA* program = |
1096 GetRenderPassMaskColorMatrixProgramAA( | 1058 GetRenderPassMaskColorMatrixProgramAA( |
1097 tex_coord_precision, mask_sampler, shader_blend_mode); | 1059 tex_coord_precision, mask_sampler, |
| 1060 shader_blend_mode, mask_for_background); |
1098 SetUseProgram(program->program()); | 1061 SetUseProgram(program->program()); |
1099 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1062 program->vertex_shader().FillLocations(&locations); |
1100 | 1063 program->fragment_shader().FillLocations(&locations); |
1101 shader_matrix_location = program->vertex_shader().matrix_location(); | 1064 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1102 shader_quad_location = program->vertex_shader().quad_location(); | |
1103 shader_tex_transform_location = | |
1104 program->vertex_shader().tex_transform_location(); | |
1105 shader_edge_location = program->vertex_shader().edge_location(); | |
1106 shader_viewport_location = program->vertex_shader().viewport_location(); | |
1107 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1108 shader_mask_sampler_location = | |
1109 program->fragment_shader().mask_sampler_location(); | |
1110 shader_mask_tex_coord_scale_location = | |
1111 program->fragment_shader().mask_tex_coord_scale_location(); | |
1112 shader_mask_tex_coord_offset_location = | |
1113 program->fragment_shader().mask_tex_coord_offset_location(); | |
1114 shader_color_matrix_location = | |
1115 program->fragment_shader().color_matrix_location(); | |
1116 shader_color_offset_location = | |
1117 program->fragment_shader().color_offset_location(); | |
1118 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1119 shader_backdrop_rect_location = | |
1120 program->fragment_shader().backdrop_rect_location(); | |
1121 } else if (use_aa && !mask_texture_id && use_color_matrix) { | 1065 } else if (use_aa && !mask_texture_id && use_color_matrix) { |
1122 const RenderPassColorMatrixProgramAA* program = | 1066 const RenderPassColorMatrixProgramAA* program = |
1123 GetRenderPassColorMatrixProgramAA(tex_coord_precision, | 1067 GetRenderPassColorMatrixProgramAA(tex_coord_precision, |
1124 shader_blend_mode); | 1068 shader_blend_mode); |
1125 SetUseProgram(program->program()); | 1069 SetUseProgram(program->program()); |
1126 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1070 program->vertex_shader().FillLocations(&locations); |
1127 | 1071 program->fragment_shader().FillLocations(&locations); |
1128 shader_matrix_location = program->vertex_shader().matrix_location(); | 1072 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1129 shader_quad_location = program->vertex_shader().quad_location(); | |
1130 shader_tex_transform_location = | |
1131 program->vertex_shader().tex_transform_location(); | |
1132 shader_edge_location = program->vertex_shader().edge_location(); | |
1133 shader_viewport_location = program->vertex_shader().viewport_location(); | |
1134 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1135 shader_color_matrix_location = | |
1136 program->fragment_shader().color_matrix_location(); | |
1137 shader_color_offset_location = | |
1138 program->fragment_shader().color_offset_location(); | |
1139 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1140 shader_backdrop_rect_location = | |
1141 program->fragment_shader().backdrop_rect_location(); | |
1142 } else if (!use_aa && mask_texture_id && use_color_matrix) { | 1073 } else if (!use_aa && mask_texture_id && use_color_matrix) { |
1143 const RenderPassMaskColorMatrixProgram* program = | 1074 const RenderPassMaskColorMatrixProgram* program = |
1144 GetRenderPassMaskColorMatrixProgram( | 1075 GetRenderPassMaskColorMatrixProgram( |
1145 tex_coord_precision, mask_sampler, shader_blend_mode); | 1076 tex_coord_precision, mask_sampler, |
| 1077 shader_blend_mode, mask_for_background); |
1146 SetUseProgram(program->program()); | 1078 SetUseProgram(program->program()); |
1147 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1079 program->vertex_shader().FillLocations(&locations); |
1148 | 1080 program->fragment_shader().FillLocations(&locations); |
1149 shader_matrix_location = program->vertex_shader().matrix_location(); | 1081 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1150 shader_tex_transform_location = | |
1151 program->vertex_shader().tex_transform_location(); | |
1152 shader_mask_sampler_location = | |
1153 program->fragment_shader().mask_sampler_location(); | |
1154 shader_mask_tex_coord_scale_location = | |
1155 program->fragment_shader().mask_tex_coord_scale_location(); | |
1156 shader_mask_tex_coord_offset_location = | |
1157 program->fragment_shader().mask_tex_coord_offset_location(); | |
1158 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1159 shader_color_matrix_location = | |
1160 program->fragment_shader().color_matrix_location(); | |
1161 shader_color_offset_location = | |
1162 program->fragment_shader().color_offset_location(); | |
1163 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1164 shader_backdrop_rect_location = | |
1165 program->fragment_shader().backdrop_rect_location(); | |
1166 } else if (!use_aa && !mask_texture_id && use_color_matrix) { | 1082 } else if (!use_aa && !mask_texture_id && use_color_matrix) { |
1167 const RenderPassColorMatrixProgram* program = | 1083 const RenderPassColorMatrixProgram* program = |
1168 GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode); | 1084 GetRenderPassColorMatrixProgram(tex_coord_precision, shader_blend_mode); |
1169 SetUseProgram(program->program()); | 1085 SetUseProgram(program->program()); |
1170 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1086 program->vertex_shader().FillLocations(&locations); |
1171 | 1087 program->fragment_shader().FillLocations(&locations); |
1172 shader_matrix_location = program->vertex_shader().matrix_location(); | 1088 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1173 shader_tex_transform_location = | |
1174 program->vertex_shader().tex_transform_location(); | |
1175 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1176 shader_color_matrix_location = | |
1177 program->fragment_shader().color_matrix_location(); | |
1178 shader_color_offset_location = | |
1179 program->fragment_shader().color_offset_location(); | |
1180 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1181 shader_backdrop_rect_location = | |
1182 program->fragment_shader().backdrop_rect_location(); | |
1183 } else { | 1089 } else { |
1184 const RenderPassProgram* program = | 1090 const RenderPassProgram* program = |
1185 GetRenderPassProgram(tex_coord_precision, shader_blend_mode); | 1091 GetRenderPassProgram(tex_coord_precision, shader_blend_mode); |
1186 SetUseProgram(program->program()); | 1092 SetUseProgram(program->program()); |
1187 GLC(gl_, gl_->Uniform1i(program->fragment_shader().sampler_location(), 0)); | 1093 program->vertex_shader().FillLocations(&locations); |
1188 | 1094 program->fragment_shader().FillLocations(&locations); |
1189 shader_matrix_location = program->vertex_shader().matrix_location(); | 1095 GLC(gl_, gl_->Uniform1i(locations.sampler, 0)); |
1190 shader_alpha_location = program->fragment_shader().alpha_location(); | |
1191 shader_tex_transform_location = | |
1192 program->vertex_shader().tex_transform_location(); | |
1193 shader_backdrop_location = program->fragment_shader().backdrop_location(); | |
1194 shader_backdrop_rect_location = | |
1195 program->fragment_shader().backdrop_rect_location(); | |
1196 } | 1096 } |
1197 float tex_scale_x = | 1097 float tex_scale_x = |
1198 quad->rect.width() / static_cast<float>(contents_texture->size().width()); | 1098 quad->rect.width() / static_cast<float>(contents_texture->size().width()); |
1199 float tex_scale_y = quad->rect.height() / | 1099 float tex_scale_y = quad->rect.height() / |
1200 static_cast<float>(contents_texture->size().height()); | 1100 static_cast<float>(contents_texture->size().height()); |
1201 DCHECK_LE(tex_scale_x, 1.0f); | 1101 DCHECK_LE(tex_scale_x, 1.0f); |
1202 DCHECK_LE(tex_scale_y, 1.0f); | 1102 DCHECK_LE(tex_scale_y, 1.0f); |
1203 | 1103 |
1204 DCHECK(shader_tex_transform_location != -1 || IsContextLost()); | 1104 DCHECK(locations.tex_transform != -1 || IsContextLost()); |
1205 // Flip the content vertically in the shader, as the RenderPass input | 1105 // Flip the content vertically in the shader, as the RenderPass input |
1206 // texture is already oriented the same way as the framebuffer, but the | 1106 // texture is already oriented the same way as the framebuffer, but the |
1207 // projection transform does a flip. | 1107 // projection transform does a flip. |
1208 GLC(gl_, | 1108 GLC(gl_, |
1209 gl_->Uniform4f(shader_tex_transform_location, | 1109 gl_->Uniform4f(locations.tex_transform, |
1210 0.0f, | 1110 0.0f, |
1211 tex_scale_y, | 1111 tex_scale_y, |
1212 tex_scale_x, | 1112 tex_scale_x, |
1213 -tex_scale_y)); | 1113 -tex_scale_y)); |
1214 | 1114 |
1215 GLint last_texture_unit = 0; | 1115 GLint last_texture_unit = 0; |
1216 if (shader_mask_sampler_location != -1) { | 1116 if (locations.mask_sampler != -1) { |
1217 DCHECK_NE(shader_mask_tex_coord_scale_location, 1); | 1117 DCHECK_NE(locations.mask_tex_coord_scale, 1); |
1218 DCHECK_NE(shader_mask_tex_coord_offset_location, 1); | 1118 DCHECK_NE(locations.mask_tex_coord_offset, 1); |
1219 GLC(gl_, gl_->Uniform1i(shader_mask_sampler_location, 1)); | 1119 GLC(gl_, gl_->Uniform1i(locations.mask_sampler, 1)); |
1220 | 1120 |
1221 gfx::RectF mask_uv_rect = quad->MaskUVRect(); | 1121 gfx::RectF mask_uv_rect = quad->MaskUVRect(); |
1222 if (mask_sampler != SAMPLER_TYPE_2D) { | 1122 if (mask_sampler != SAMPLER_TYPE_2D) { |
1223 mask_uv_rect.Scale(quad->mask_texture_size.width(), | 1123 mask_uv_rect.Scale(quad->mask_texture_size.width(), |
1224 quad->mask_texture_size.height()); | 1124 quad->mask_texture_size.height()); |
1225 } | 1125 } |
1226 | 1126 |
1227 // Mask textures are oriented vertically flipped relative to the framebuffer | 1127 // Mask textures are oriented vertically flipped relative to the framebuffer |
1228 // and the RenderPass contents texture, so we flip the tex coords from the | 1128 // and the RenderPass contents texture, so we flip the tex coords from the |
1229 // RenderPass texture to find the mask texture coords. | 1129 // RenderPass texture to find the mask texture coords. |
1230 GLC(gl_, | 1130 GLC(gl_, |
1231 gl_->Uniform2f(shader_mask_tex_coord_offset_location, | 1131 gl_->Uniform2f(locations.mask_tex_coord_offset, |
1232 mask_uv_rect.x(), | 1132 mask_uv_rect.x(), |
1233 mask_uv_rect.bottom())); | 1133 mask_uv_rect.bottom())); |
1234 GLC(gl_, | 1134 GLC(gl_, |
1235 gl_->Uniform2f(shader_mask_tex_coord_scale_location, | 1135 gl_->Uniform2f(locations.mask_tex_coord_scale, |
1236 mask_uv_rect.width() / tex_scale_x, | 1136 mask_uv_rect.width() / tex_scale_x, |
1237 -mask_uv_rect.height() / tex_scale_y)); | 1137 -mask_uv_rect.height() / tex_scale_y)); |
1238 | 1138 |
1239 last_texture_unit = 1; | 1139 last_texture_unit = 1; |
1240 } | 1140 } |
1241 | 1141 |
1242 if (shader_edge_location != -1) | 1142 if (locations.edge != -1) |
1243 GLC(gl_, gl_->Uniform3fv(shader_edge_location, 8, edge)); | 1143 GLC(gl_, gl_->Uniform3fv(locations.edge, 8, edge)); |
1244 | 1144 |
1245 if (shader_viewport_location != -1) { | 1145 if (locations.viewport != -1) { |
1246 float viewport[4] = {static_cast<float>(viewport_.x()), | 1146 float viewport[4] = {static_cast<float>(viewport_.x()), |
1247 static_cast<float>(viewport_.y()), | 1147 static_cast<float>(viewport_.y()), |
1248 static_cast<float>(viewport_.width()), | 1148 static_cast<float>(viewport_.width()), |
1249 static_cast<float>(viewport_.height()), }; | 1149 static_cast<float>(viewport_.height()), }; |
1250 GLC(gl_, gl_->Uniform4fv(shader_viewport_location, 1, viewport)); | 1150 GLC(gl_, gl_->Uniform4fv(locations.viewport, 1, viewport)); |
1251 } | 1151 } |
1252 | 1152 |
1253 if (shader_color_matrix_location != -1) { | 1153 if (locations.color_matrix != -1) { |
1254 float matrix[16]; | 1154 float matrix[16]; |
1255 for (int i = 0; i < 4; ++i) { | 1155 for (int i = 0; i < 4; ++i) { |
1256 for (int j = 0; j < 4; ++j) | 1156 for (int j = 0; j < 4; ++j) |
1257 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]); | 1157 matrix[i * 4 + j] = SkScalarToFloat(color_matrix[j * 5 + i]); |
1258 } | 1158 } |
1259 GLC(gl_, | 1159 GLC(gl_, |
1260 gl_->UniformMatrix4fv(shader_color_matrix_location, 1, false, matrix)); | 1160 gl_->UniformMatrix4fv(locations.color_matrix, 1, false, matrix)); |
1261 } | 1161 } |
1262 static const float kScale = 1.0f / 255.0f; | 1162 static const float kScale = 1.0f / 255.0f; |
1263 if (shader_color_offset_location != -1) { | 1163 if (locations.color_offset != -1) { |
1264 float offset[4]; | 1164 float offset[4]; |
1265 for (int i = 0; i < 4; ++i) | 1165 for (int i = 0; i < 4; ++i) |
1266 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale; | 1166 offset[i] = SkScalarToFloat(color_matrix[i * 5 + 4]) * kScale; |
1267 | 1167 |
1268 GLC(gl_, gl_->Uniform4fv(shader_color_offset_location, 1, offset)); | 1168 GLC(gl_, gl_->Uniform4fv(locations.color_offset, 1, offset)); |
1269 } | 1169 } |
1270 | 1170 |
1271 scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_background_sampler_lock; | 1171 scoped_ptr<ResourceProvider::ScopedSamplerGL> shader_background_sampler_lock; |
1272 if (shader_backdrop_location != -1) { | 1172 if (locations.backdrop != -1) { |
1273 DCHECK(background_texture || background_image); | 1173 DCHECK(background_texture || background_image); |
1274 DCHECK_NE(shader_backdrop_location, 0); | 1174 DCHECK_NE(locations.backdrop, 0); |
1275 DCHECK_NE(shader_backdrop_rect_location, 0); | 1175 DCHECK_NE(locations.backdrop_rect, 0); |
1276 | 1176 |
1277 GLC(gl_, gl_->Uniform1i(shader_backdrop_location, ++last_texture_unit)); | 1177 GLC(gl_, gl_->Uniform1i(locations.backdrop, ++last_texture_unit)); |
1278 | 1178 |
1279 GLC(gl_, | 1179 GLC(gl_, |
1280 gl_->Uniform4f(shader_backdrop_rect_location, | 1180 gl_->Uniform4f(locations.backdrop_rect, |
1281 background_rect.x(), | 1181 background_rect.x(), |
1282 background_rect.y(), | 1182 background_rect.y(), |
1283 background_rect.width(), | 1183 background_rect.width(), |
1284 background_rect.height())); | 1184 background_rect.height())); |
1285 | 1185 |
1286 if (background_image) { | 1186 if (background_image) { |
1287 GrTexture* texture = background_image->getTexture(); | 1187 GrTexture* texture = background_image->getTexture(); |
1288 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0 + last_texture_unit)); | 1188 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0 + last_texture_unit)); |
1289 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle()); | 1189 gl_->BindTexture(GL_TEXTURE_2D, texture->getTextureHandle()); |
1290 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0)); | 1190 GLC(gl_, gl_->ActiveTexture(GL_TEXTURE0)); |
1291 } else { | 1191 if (mask_for_background) |
| 1192 GLC(gl_, gl_->Uniform1i(locations.original_backdrop, |
| 1193 ++last_texture_unit)); |
| 1194 } |
| 1195 if (background_texture) { |
1292 shader_background_sampler_lock = make_scoped_ptr( | 1196 shader_background_sampler_lock = make_scoped_ptr( |
1293 new ResourceProvider::ScopedSamplerGL(resource_provider_, | 1197 new ResourceProvider::ScopedSamplerGL(resource_provider_, |
1294 background_texture->id(), | 1198 background_texture->id(), |
1295 GL_TEXTURE0 + last_texture_unit, | 1199 GL_TEXTURE0 + last_texture_unit, |
1296 GL_LINEAR)); | 1200 GL_LINEAR)); |
1297 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), | 1201 DCHECK_EQ(static_cast<GLenum>(GL_TEXTURE_2D), |
1298 shader_background_sampler_lock->target()); | 1202 shader_background_sampler_lock->target()); |
1299 } | 1203 } |
1300 } | 1204 } |
1301 | 1205 |
1302 SetShaderOpacity(quad->opacity(), shader_alpha_location); | 1206 SetShaderOpacity(quad->opacity(), locations.alpha); |
1303 SetShaderQuadF(surface_quad, shader_quad_location); | 1207 SetShaderQuadF(surface_quad, locations.quad); |
1304 DrawQuadGeometry( | 1208 DrawQuadGeometry( |
1305 frame, quad->quadTransform(), quad->rect, shader_matrix_location); | 1209 frame, quad->quadTransform(), quad->rect, locations.matrix); |
1306 | 1210 |
1307 // Flush the compositor context before the filter bitmap goes out of | 1211 // Flush the compositor context before the filter bitmap goes out of |
1308 // scope, so the draw gets processed before the filter texture gets deleted. | 1212 // scope, so the draw gets processed before the filter texture gets deleted. |
1309 if (filter_image) | 1213 if (filter_image) |
1310 GLC(gl_, gl_->Flush()); | 1214 GLC(gl_, gl_->Flush()); |
1311 | 1215 |
1312 if (!use_shaders_for_blending) | 1216 if (!use_shaders_for_blending) |
1313 RestoreBlendFuncToDefault(blend_mode); | 1217 RestoreBlendFuncToDefault(blend_mode); |
1314 } | 1218 } |
1315 | 1219 |
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2797 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize"); | 2701 TRACE_EVENT0("cc", "GLRenderer::renderPassProgramAA::initialize"); |
2798 program->Initialize(output_surface_->context_provider(), precision, | 2702 program->Initialize(output_surface_->context_provider(), precision, |
2799 SAMPLER_TYPE_2D, blend_mode); | 2703 SAMPLER_TYPE_2D, blend_mode); |
2800 } | 2704 } |
2801 return program; | 2705 return program; |
2802 } | 2706 } |
2803 | 2707 |
2804 const GLRenderer::RenderPassMaskProgram* GLRenderer::GetRenderPassMaskProgram( | 2708 const GLRenderer::RenderPassMaskProgram* GLRenderer::GetRenderPassMaskProgram( |
2805 TexCoordPrecision precision, | 2709 TexCoordPrecision precision, |
2806 SamplerType sampler, | 2710 SamplerType sampler, |
2807 BlendMode blend_mode) { | 2711 BlendMode blend_mode, |
| 2712 bool mask_for_background) { |
2808 DCHECK_GE(precision, 0); | 2713 DCHECK_GE(precision, 0); |
2809 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); | 2714 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
2810 DCHECK_GE(sampler, 0); | 2715 DCHECK_GE(sampler, 0); |
2811 DCHECK_LE(sampler, LAST_SAMPLER_TYPE); | 2716 DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
2812 DCHECK_GE(blend_mode, 0); | 2717 DCHECK_GE(blend_mode, 0); |
2813 DCHECK_LE(blend_mode, LAST_BLEND_MODE); | 2718 DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
2814 RenderPassMaskProgram* program = | 2719 RenderPassMaskProgram* program = |
2815 &render_pass_mask_program_[precision][sampler][blend_mode]; | 2720 &render_pass_mask_program_[precision][sampler][blend_mode] |
| 2721 [mask_for_background ? HAS_MASK : NO_MASK]; |
2816 if (!program->initialized()) { | 2722 if (!program->initialized()) { |
2817 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize"); | 2723 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgram::initialize"); |
2818 program->Initialize( | 2724 program->Initialize( |
2819 output_surface_->context_provider(), precision, sampler, blend_mode); | 2725 output_surface_->context_provider(), precision, |
| 2726 sampler, blend_mode, mask_for_background); |
2820 } | 2727 } |
2821 return program; | 2728 return program; |
2822 } | 2729 } |
2823 | 2730 |
2824 const GLRenderer::RenderPassMaskProgramAA* | 2731 const GLRenderer::RenderPassMaskProgramAA* |
2825 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision, | 2732 GLRenderer::GetRenderPassMaskProgramAA(TexCoordPrecision precision, |
2826 SamplerType sampler, | 2733 SamplerType sampler, |
2827 BlendMode blend_mode) { | 2734 BlendMode blend_mode, |
| 2735 bool mask_for_background) { |
2828 DCHECK_GE(precision, 0); | 2736 DCHECK_GE(precision, 0); |
2829 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); | 2737 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
2830 DCHECK_GE(sampler, 0); | 2738 DCHECK_GE(sampler, 0); |
2831 DCHECK_LE(sampler, LAST_SAMPLER_TYPE); | 2739 DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
2832 DCHECK_GE(blend_mode, 0); | 2740 DCHECK_GE(blend_mode, 0); |
2833 DCHECK_LE(blend_mode, LAST_BLEND_MODE); | 2741 DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
2834 RenderPassMaskProgramAA* program = | 2742 RenderPassMaskProgramAA* program = |
2835 &render_pass_mask_program_aa_[precision][sampler][blend_mode]; | 2743 &render_pass_mask_program_aa_[precision][sampler][blend_mode] |
| 2744 [mask_for_background ? HAS_MASK : NO_MASK]; |
2836 if (!program->initialized()) { | 2745 if (!program->initialized()) { |
2837 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize"); | 2746 TRACE_EVENT0("cc", "GLRenderer::renderPassMaskProgramAA::initialize"); |
2838 program->Initialize( | 2747 program->Initialize( |
2839 output_surface_->context_provider(), precision, sampler, blend_mode); | 2748 output_surface_->context_provider(), precision, |
| 2749 sampler, blend_mode, mask_for_background); |
2840 } | 2750 } |
2841 return program; | 2751 return program; |
2842 } | 2752 } |
2843 | 2753 |
2844 const GLRenderer::RenderPassColorMatrixProgram* | 2754 const GLRenderer::RenderPassColorMatrixProgram* |
2845 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision, | 2755 GLRenderer::GetRenderPassColorMatrixProgram(TexCoordPrecision precision, |
2846 BlendMode blend_mode) { | 2756 BlendMode blend_mode) { |
2847 DCHECK_GE(precision, 0); | 2757 DCHECK_GE(precision, 0); |
2848 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); | 2758 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
2849 DCHECK_GE(blend_mode, 0); | 2759 DCHECK_GE(blend_mode, 0); |
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2870 if (!program->initialized()) { | 2780 if (!program->initialized()) { |
2871 TRACE_EVENT0("cc", | 2781 TRACE_EVENT0("cc", |
2872 "GLRenderer::renderPassColorMatrixProgramAA::initialize"); | 2782 "GLRenderer::renderPassColorMatrixProgramAA::initialize"); |
2873 program->Initialize(output_surface_->context_provider(), precision, | 2783 program->Initialize(output_surface_->context_provider(), precision, |
2874 SAMPLER_TYPE_2D, blend_mode); | 2784 SAMPLER_TYPE_2D, blend_mode); |
2875 } | 2785 } |
2876 return program; | 2786 return program; |
2877 } | 2787 } |
2878 | 2788 |
2879 const GLRenderer::RenderPassMaskColorMatrixProgram* | 2789 const GLRenderer::RenderPassMaskColorMatrixProgram* |
2880 GLRenderer::GetRenderPassMaskColorMatrixProgram(TexCoordPrecision precision, | 2790 GLRenderer::GetRenderPassMaskColorMatrixProgram( |
2881 SamplerType sampler, | 2791 TexCoordPrecision precision, |
2882 BlendMode blend_mode) { | 2792 SamplerType sampler, |
| 2793 BlendMode blend_mode, |
| 2794 bool mask_for_background) { |
2883 DCHECK_GE(precision, 0); | 2795 DCHECK_GE(precision, 0); |
2884 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); | 2796 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
2885 DCHECK_GE(sampler, 0); | 2797 DCHECK_GE(sampler, 0); |
2886 DCHECK_LE(sampler, LAST_SAMPLER_TYPE); | 2798 DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
2887 DCHECK_GE(blend_mode, 0); | 2799 DCHECK_GE(blend_mode, 0); |
2888 DCHECK_LE(blend_mode, LAST_BLEND_MODE); | 2800 DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
2889 RenderPassMaskColorMatrixProgram* program = | 2801 RenderPassMaskColorMatrixProgram* program = |
2890 &render_pass_mask_color_matrix_program_[precision][sampler][blend_mode]; | 2802 &render_pass_mask_color_matrix_program_[precision][sampler][blend_mode] |
| 2803 [mask_for_background ? HAS_MASK : NO_MASK]; |
2891 if (!program->initialized()) { | 2804 if (!program->initialized()) { |
2892 TRACE_EVENT0("cc", | 2805 TRACE_EVENT0("cc", |
2893 "GLRenderer::renderPassMaskColorMatrixProgram::initialize"); | 2806 "GLRenderer::renderPassMaskColorMatrixProgram::initialize"); |
2894 program->Initialize( | 2807 program->Initialize( |
2895 output_surface_->context_provider(), precision, sampler, blend_mode); | 2808 output_surface_->context_provider(), precision, |
| 2809 sampler, blend_mode, mask_for_background); |
2896 } | 2810 } |
2897 return program; | 2811 return program; |
2898 } | 2812 } |
2899 | 2813 |
2900 const GLRenderer::RenderPassMaskColorMatrixProgramAA* | 2814 const GLRenderer::RenderPassMaskColorMatrixProgramAA* |
2901 GLRenderer::GetRenderPassMaskColorMatrixProgramAA(TexCoordPrecision precision, | 2815 GLRenderer::GetRenderPassMaskColorMatrixProgramAA( |
2902 SamplerType sampler, | 2816 TexCoordPrecision precision, |
2903 BlendMode blend_mode) { | 2817 SamplerType sampler, |
| 2818 BlendMode blend_mode, |
| 2819 bool mask_for_background) { |
2904 DCHECK_GE(precision, 0); | 2820 DCHECK_GE(precision, 0); |
2905 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); | 2821 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
2906 DCHECK_GE(sampler, 0); | 2822 DCHECK_GE(sampler, 0); |
2907 DCHECK_LE(sampler, LAST_SAMPLER_TYPE); | 2823 DCHECK_LE(sampler, LAST_SAMPLER_TYPE); |
2908 DCHECK_GE(blend_mode, 0); | 2824 DCHECK_GE(blend_mode, 0); |
2909 DCHECK_LE(blend_mode, LAST_BLEND_MODE); | 2825 DCHECK_LE(blend_mode, LAST_BLEND_MODE); |
2910 RenderPassMaskColorMatrixProgramAA* program = | 2826 RenderPassMaskColorMatrixProgramAA* program = |
2911 &render_pass_mask_color_matrix_program_aa_[precision][sampler] | 2827 &render_pass_mask_color_matrix_program_aa_[precision][sampler][blend_mode] |
2912 [blend_mode]; | 2828 [mask_for_background ? HAS_MASK : NO_MASK]; |
2913 if (!program->initialized()) { | 2829 if (!program->initialized()) { |
2914 TRACE_EVENT0("cc", | 2830 TRACE_EVENT0("cc", |
2915 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize"); | 2831 "GLRenderer::renderPassMaskColorMatrixProgramAA::initialize"); |
2916 program->Initialize( | 2832 program->Initialize( |
2917 output_surface_->context_provider(), precision, sampler, blend_mode); | 2833 output_surface_->context_provider(), precision, |
| 2834 sampler, blend_mode, mask_for_background); |
2918 } | 2835 } |
2919 return program; | 2836 return program; |
2920 } | 2837 } |
2921 | 2838 |
2922 const GLRenderer::TileProgram* GLRenderer::GetTileProgram( | 2839 const GLRenderer::TileProgram* GLRenderer::GetTileProgram( |
2923 TexCoordPrecision precision, | 2840 TexCoordPrecision precision, |
2924 SamplerType sampler) { | 2841 SamplerType sampler) { |
2925 DCHECK_GE(precision, 0); | 2842 DCHECK_GE(precision, 0); |
2926 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); | 2843 DCHECK_LE(precision, LAST_TEX_COORD_PRECISION); |
2927 DCHECK_GE(sampler, 0); | 2844 DCHECK_GE(sampler, 0); |
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3134 for (int i = 0; i <= LAST_TEX_COORD_PRECISION; ++i) { | 3051 for (int i = 0; i <= LAST_TEX_COORD_PRECISION; ++i) { |
3135 for (int j = 0; j <= LAST_SAMPLER_TYPE; ++j) { | 3052 for (int j = 0; j <= LAST_SAMPLER_TYPE; ++j) { |
3136 tile_program_[i][j].Cleanup(gl_); | 3053 tile_program_[i][j].Cleanup(gl_); |
3137 tile_program_opaque_[i][j].Cleanup(gl_); | 3054 tile_program_opaque_[i][j].Cleanup(gl_); |
3138 tile_program_swizzle_[i][j].Cleanup(gl_); | 3055 tile_program_swizzle_[i][j].Cleanup(gl_); |
3139 tile_program_swizzle_opaque_[i][j].Cleanup(gl_); | 3056 tile_program_swizzle_opaque_[i][j].Cleanup(gl_); |
3140 tile_program_aa_[i][j].Cleanup(gl_); | 3057 tile_program_aa_[i][j].Cleanup(gl_); |
3141 tile_program_swizzle_aa_[i][j].Cleanup(gl_); | 3058 tile_program_swizzle_aa_[i][j].Cleanup(gl_); |
3142 | 3059 |
3143 for (int k = 0; k <= LAST_BLEND_MODE; k++) { | 3060 for (int k = 0; k <= LAST_BLEND_MODE; k++) { |
3144 render_pass_mask_program_[i][j][k].Cleanup(gl_); | 3061 for (int l = 0; l <= LAST_MASK_VALUE; ++l) { |
3145 render_pass_mask_program_aa_[i][j][k].Cleanup(gl_); | 3062 render_pass_mask_program_[i][j][k][l].Cleanup(gl_); |
3146 render_pass_mask_color_matrix_program_aa_[i][j][k].Cleanup(gl_); | 3063 render_pass_mask_program_aa_[i][j][k][l].Cleanup(gl_); |
3147 render_pass_mask_color_matrix_program_[i][j][k].Cleanup(gl_); | 3064 render_pass_mask_color_matrix_program_aa_[i][j][k][l].Cleanup(gl_); |
| 3065 render_pass_mask_color_matrix_program_[i][j][k][l].Cleanup(gl_); |
| 3066 } |
3148 } | 3067 } |
3149 } | 3068 } |
3150 for (int j = 0; j <= LAST_BLEND_MODE; j++) { | 3069 for (int j = 0; j <= LAST_BLEND_MODE; j++) { |
3151 render_pass_program_[i][j].Cleanup(gl_); | 3070 render_pass_program_[i][j].Cleanup(gl_); |
3152 render_pass_program_aa_[i][j].Cleanup(gl_); | 3071 render_pass_program_aa_[i][j].Cleanup(gl_); |
3153 render_pass_color_matrix_program_[i][j].Cleanup(gl_); | 3072 render_pass_color_matrix_program_[i][j].Cleanup(gl_); |
3154 render_pass_color_matrix_program_aa_[i][j].Cleanup(gl_); | 3073 render_pass_color_matrix_program_aa_[i][j].Cleanup(gl_); |
3155 } | 3074 } |
3156 | 3075 |
3157 texture_program_[i].Cleanup(gl_); | 3076 texture_program_[i].Cleanup(gl_); |
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3254 context_support_->ScheduleOverlayPlane( | 3173 context_support_->ScheduleOverlayPlane( |
3255 overlay.plane_z_order, | 3174 overlay.plane_z_order, |
3256 overlay.transform, | 3175 overlay.transform, |
3257 pending_overlay_resources_.back()->texture_id(), | 3176 pending_overlay_resources_.back()->texture_id(), |
3258 overlay.display_rect, | 3177 overlay.display_rect, |
3259 overlay.uv_rect); | 3178 overlay.uv_rect); |
3260 } | 3179 } |
3261 } | 3180 } |
3262 | 3181 |
3263 } // namespace cc | 3182 } // namespace cc |
OLD | NEW |