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Unified Diff: ui/cc/ShaderChromium.cpp

Issue 10701016: Initial import attempt, just to play with. Many things disabled/removed (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 6 months ago
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Index: ui/cc/ShaderChromium.cpp
diff --git a/ui/cc/ShaderChromium.cpp b/ui/cc/ShaderChromium.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..2a140d1d785b6439b31e0b2f84f324e58ce70784
--- /dev/null
+++ b/ui/cc/ShaderChromium.cpp
@@ -0,0 +1,733 @@
+/*
+ * Copyright (C) 2011 Google Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
+ * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "config.h"
+
+#if USE(ACCELERATED_COMPOSITING)
+
+#include "ShaderChromium.h"
+
+#include <public/WebGraphicsContext3D.h>
+
+#define SHADER0(Src) #Src
+#define SHADER(Src) SHADER0(Src)
+
+using WebKit::WebGraphicsContext3D;
+
+namespace WebCore {
+
+VertexShaderPosTex::VertexShaderPosTex()
+ : m_matrixLocation(-1)
+{
+}
+
+void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_matrixLocation = context->getUniformLocation(program, "matrix");
+ ASSERT(m_matrixLocation != -1);
+}
+
+String VertexShaderPosTex::getShaderString() const
+{
+ return SHADER(
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ uniform mat4 matrix;
+ varying vec2 v_texCoord;
+ void main()
+ {
+ gl_Position = matrix * a_position;
+ v_texCoord = a_texCoord;
+ }
+ );
+}
+
+VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch()
+ : m_matrixLocation(-1)
+ , m_yWidthScaleFactorLocation(-1)
+ , m_uvWidthScaleFactorLocation(-1)
+{
+}
+
+void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_matrixLocation = context->getUniformLocation(program, "matrix");
+ m_yWidthScaleFactorLocation = context->getUniformLocation(program, "y_widthScaleFactor");
+ m_uvWidthScaleFactorLocation = context->getUniformLocation(program, "uv_widthScaleFactor");
+ ASSERT(m_matrixLocation != -1 && m_yWidthScaleFactorLocation != -1 && m_uvWidthScaleFactorLocation != -1);
+}
+
+String VertexShaderPosTexYUVStretch::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ uniform mat4 matrix;
+ varying vec2 y_texCoord;
+ varying vec2 uv_texCoord;
+ uniform float y_widthScaleFactor;
+ uniform float uv_widthScaleFactor;
+ void main()
+ {
+ gl_Position = matrix * a_position;
+ y_texCoord = vec2(y_widthScaleFactor * a_texCoord.x, a_texCoord.y);
+ uv_texCoord = vec2(uv_widthScaleFactor * a_texCoord.x, a_texCoord.y);
+ }
+ );
+}
+
+VertexShaderPos::VertexShaderPos()
+ : m_matrixLocation(-1)
+{
+}
+
+void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_matrixLocation = context->getUniformLocation(program, "matrix");
+ ASSERT(m_matrixLocation != -1);
+}
+
+String VertexShaderPos::getShaderString() const
+{
+ return SHADER(
+ attribute vec4 a_position;
+ uniform mat4 matrix;
+ void main()
+ {
+ gl_Position = matrix * a_position;
+ }
+ );
+}
+
+VertexShaderPosTexTransform::VertexShaderPosTexTransform()
+ : m_matrixLocation(-1)
+ , m_texTransformLocation(-1)
+{
+}
+
+void VertexShaderPosTexTransform::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_matrixLocation = context->getUniformLocation(program, "matrix");
+ m_texTransformLocation = context->getUniformLocation(program, "texTransform");
+ ASSERT(m_matrixLocation != -1 && m_texTransformLocation != -1);
+}
+
+String VertexShaderPosTexTransform::getShaderString() const
+{
+ return SHADER(
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ uniform mat4 matrix;
+ uniform vec4 texTransform;
+ varying vec2 v_texCoord;
+ void main()
+ {
+ gl_Position = matrix * a_position;
+ v_texCoord = a_texCoord * texTransform.zw + texTransform.xy;
+ }
+ );
+}
+
+VertexShaderQuad::VertexShaderQuad()
+ : m_matrixLocation(-1)
+ , m_pointLocation(-1)
+{
+}
+
+String VertexShaderPosTexIdentity::getShaderString() const
+{
+ return SHADER(
+ attribute vec4 a_position;
+ varying vec2 v_texCoord;
+ void main()
+ {
+ gl_Position = a_position;
+ v_texCoord = (a_position.xy + vec2(1.0)) * 0.5;
+ }
+ );
+}
+
+void VertexShaderQuad::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_matrixLocation = context->getUniformLocation(program, "matrix");
+ m_pointLocation = context->getUniformLocation(program, "point");
+ ASSERT(m_matrixLocation != -1 && m_pointLocation != -1);
+}
+
+String VertexShaderQuad::getShaderString() const
+{
+ return SHADER(
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ uniform mat4 matrix;
+ uniform vec2 point[4];
+ varying vec2 v_texCoord;
+ void main()
+ {
+ vec2 complement = abs(a_texCoord - 1.0);
+ vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w);
+ pos.xy += (complement.x * complement.y) * point[0];
+ pos.xy += (a_texCoord.x * complement.y) * point[1];
+ pos.xy += (a_texCoord.x * a_texCoord.y) * point[2];
+ pos.xy += (complement.x * a_texCoord.y) * point[3];
+ gl_Position = matrix * pos;
+ v_texCoord = pos.xy + vec2(0.5);
+ }
+ );
+}
+
+VertexShaderTile::VertexShaderTile()
+ : m_matrixLocation(-1)
+ , m_pointLocation(-1)
+ , m_vertexTexTransformLocation(-1)
+{
+}
+
+void VertexShaderTile::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_matrixLocation = context->getUniformLocation(program, "matrix");
+ m_pointLocation = context->getUniformLocation(program, "point");
+ m_vertexTexTransformLocation = context->getUniformLocation(program, "vertexTexTransform");
+ ASSERT(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransformLocation != -1);
+}
+
+String VertexShaderTile::getShaderString() const
+{
+ return SHADER(
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ uniform mat4 matrix;
+ uniform vec2 point[4];
+ uniform vec4 vertexTexTransform;
+ varying vec2 v_texCoord;
+ void main()
+ {
+ vec2 complement = abs(a_texCoord - 1.0);
+ vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w);
+ pos.xy += (complement.x * complement.y) * point[0];
+ pos.xy += (a_texCoord.x * complement.y) * point[1];
+ pos.xy += (a_texCoord.x * a_texCoord.y) * point[2];
+ pos.xy += (complement.x * a_texCoord.y) * point[3];
+ gl_Position = matrix * pos;
+ v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy;
+ }
+ );
+}
+
+VertexShaderVideoTransform::VertexShaderVideoTransform()
+ : m_matrixLocation(-1)
+ , m_texMatrixLocation(-1)
+{
+}
+
+bool VertexShaderVideoTransform::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_matrixLocation = context->getUniformLocation(program, "matrix");
+ m_texMatrixLocation = context->getUniformLocation(program, "texMatrix");
+ return m_matrixLocation != -1 && m_texMatrixLocation != -1;
+}
+
+String VertexShaderVideoTransform::getShaderString() const
+{
+ return SHADER(
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ uniform mat4 matrix;
+ uniform mat4 texMatrix;
+ varying vec2 v_texCoord;
+ void main()
+ {
+ gl_Position = matrix * a_position;
+ v_texCoord = vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0));
+ }
+ );
+}
+
+FragmentTexAlphaBinding::FragmentTexAlphaBinding()
+ : m_samplerLocation(-1)
+ , m_alphaLocation(-1)
+{
+}
+
+void FragmentTexAlphaBinding::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_samplerLocation = context->getUniformLocation(program, "s_texture");
+ m_alphaLocation = context->getUniformLocation(program, "alpha");
+
+ ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1);
+}
+
+FragmentTexOpaqueBinding::FragmentTexOpaqueBinding()
+ : m_samplerLocation(-1)
+{
+}
+
+void FragmentTexOpaqueBinding::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_samplerLocation = context->getUniformLocation(program, "s_texture");
+
+ ASSERT(m_samplerLocation != -1);
+}
+
+String FragmentShaderRGBATexFlipAlpha::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ uniform float alpha;
+ void main()
+ {
+ vec4 texColor = texture2D(s_texture, vec2(v_texCoord.x, 1.0 - v_texCoord.y));
+ gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha;
+ }
+ );
+}
+
+bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_samplerLocation = context->getUniformLocation(program, "s_texture");
+
+ return m_samplerLocation != -1;
+}
+
+String FragmentShaderOESImageExternal::getShaderString() const
+{
+ // Cannot use the SHADER() macro because of the '#' char
+ return "#extension GL_OES_EGL_image_external : require \n"
+ "precision mediump float;\n"
+ "varying vec2 v_texCoord;\n"
+ "uniform samplerExternalOES s_texture;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 texColor = texture2D(s_texture, v_texCoord);\n"
+ " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w);\n"
+ "}\n";
+}
+
+String FragmentShaderRGBATexAlpha::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ uniform float alpha;
+ void main()
+ {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ gl_FragColor = texColor * alpha;
+ }
+ );
+}
+
+String FragmentShaderRGBATexRectFlipAlpha::getShaderString() const
+{
+ // This must be paired with VertexShaderPosTexTransform to pick up the texTransform uniform.
+ // The necessary #extension preprocessing directive breaks the SHADER and SHADER0 macros.
+ return "#extension GL_ARB_texture_rectangle : require\n"
+ "precision mediump float;\n"
+ "varying vec2 v_texCoord;\n"
+ "uniform vec4 texTransform;\n"
+ "uniform sampler2DRect s_texture;\n"
+ "uniform float alpha;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 texColor = texture2DRect(s_texture, vec2(v_texCoord.x, texTransform.w - v_texCoord.y));\n"
+ " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha;\n"
+ "}\n";
+}
+
+String FragmentShaderRGBATexRectAlpha::getShaderString() const
+{
+ return "#extension GL_ARB_texture_rectangle : require\n"
+ "precision mediump float;\n"
+ "varying vec2 v_texCoord;\n"
+ "uniform sampler2DRect s_texture;\n"
+ "uniform float alpha;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n"
+ " gl_FragColor = texColor * alpha;\n"
+ "}\n";
+}
+
+String FragmentShaderRGBATexOpaque::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ void main()
+ {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ gl_FragColor = vec4(texColor.rgb, 1.0);
+ }
+ );
+}
+
+String FragmentShaderRGBATex::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ void main()
+ {
+ gl_FragColor = texture2D(s_texture, v_texCoord);
+ }
+ );
+}
+
+String FragmentShaderRGBATexSwizzleAlpha::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ uniform float alpha;
+ void main()
+ {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha;
+ }
+ );
+}
+
+String FragmentShaderRGBATexSwizzleOpaque::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ void main()
+ {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0);
+ }
+ );
+}
+
+FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
+ : m_samplerLocation(-1)
+ , m_alphaLocation(-1)
+ , m_edgeLocation(-1)
+{
+}
+
+void FragmentShaderRGBATexAlphaAA::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_samplerLocation = context->getUniformLocation(program, "s_texture");
+ m_alphaLocation = context->getUniformLocation(program, "alpha");
+ m_edgeLocation = context->getUniformLocation(program, "edge");
+
+ ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
+}
+
+String FragmentShaderRGBATexAlphaAA::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ uniform float alpha;
+ uniform vec3 edge[8];
+ void main()
+ {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ vec3 pos = vec3(gl_FragCoord.xy, 1);
+ float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
+ float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
+ float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
+ float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
+ float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
+ float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
+ float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
+ float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
+ gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
+ }
+ );
+}
+
+FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
+ : m_samplerLocation(-1)
+ , m_alphaLocation(-1)
+ , m_fragmentTexTransformLocation(-1)
+ , m_edgeLocation(-1)
+{
+}
+
+void FragmentTexClampAlphaAABinding::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_samplerLocation = context->getUniformLocation(program, "s_texture");
+ m_alphaLocation = context->getUniformLocation(program, "alpha");
+ m_fragmentTexTransformLocation = context->getUniformLocation(program, "fragmentTexTransform");
+ m_edgeLocation = context->getUniformLocation(program, "edge");
+
+ ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTransformLocation != -1 && m_edgeLocation != -1);
+}
+
+String FragmentShaderRGBATexClampAlphaAA::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ uniform float alpha;
+ uniform vec4 fragmentTexTransform;
+ uniform vec3 edge[8];
+ void main()
+ {
+ vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy;
+ vec4 texColor = texture2D(s_texture, texCoord);
+ vec3 pos = vec3(gl_FragCoord.xy, 1);
+ float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
+ float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
+ float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
+ float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
+ float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
+ float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
+ float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
+ float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
+ gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
+ }
+ );
+}
+
+String FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ uniform float alpha;
+ uniform vec4 fragmentTexTransform;
+ uniform vec3 edge[8];
+ void main()
+ {
+ vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy;
+ vec4 texColor = texture2D(s_texture, texCoord);
+ vec3 pos = vec3(gl_FragCoord.xy, 1);
+ float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
+ float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
+ float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
+ float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
+ float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
+ float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
+ float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
+ float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
+ gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
+ }
+ );
+}
+
+FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask()
+ : m_samplerLocation(-1)
+ , m_maskSamplerLocation(-1)
+ , m_alphaLocation(-1)
+{
+}
+
+void FragmentShaderRGBATexAlphaMask::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_samplerLocation = context->getUniformLocation(program, "s_texture");
+ m_maskSamplerLocation = context->getUniformLocation(program, "s_mask");
+ m_alphaLocation = context->getUniformLocation(program, "alpha");
+ ASSERT(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1);
+}
+
+String FragmentShaderRGBATexAlphaMask::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ uniform sampler2D s_mask;
+ uniform float alpha;
+ void main()
+ {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ vec4 maskColor = texture2D(s_mask, v_texCoord);
+ gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha * maskColor.w;
+ }
+ );
+}
+
+FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
+ : m_samplerLocation(-1)
+ , m_maskSamplerLocation(-1)
+ , m_alphaLocation(-1)
+ , m_edgeLocation(-1)
+{
+}
+
+void FragmentShaderRGBATexAlphaMaskAA::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_samplerLocation = context->getUniformLocation(program, "s_texture");
+ m_maskSamplerLocation = context->getUniformLocation(program, "s_mask");
+ m_alphaLocation = context->getUniformLocation(program, "alpha");
+ m_edgeLocation = context->getUniformLocation(program, "edge");
+ ASSERT(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
+}
+
+String FragmentShaderRGBATexAlphaMaskAA::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform sampler2D s_texture;
+ uniform sampler2D s_mask;
+ uniform float alpha;
+ uniform vec3 edge[8];
+ void main()
+ {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ vec4 maskColor = texture2D(s_mask, v_texCoord);
+ vec3 pos = vec3(gl_FragCoord.xy, 1);
+ float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
+ float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
+ float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
+ float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
+ float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
+ float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
+ float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
+ float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
+ gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha * maskColor.w * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
+ }
+ );
+}
+
+FragmentShaderYUVVideo::FragmentShaderYUVVideo()
+ : m_yTextureLocation(-1)
+ , m_uTextureLocation(-1)
+ , m_vTextureLocation(-1)
+ , m_alphaLocation(-1)
+ , m_ccMatrixLocation(-1)
+ , m_yuvAdjLocation(-1)
+{
+}
+
+void FragmentShaderYUVVideo::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_yTextureLocation = context->getUniformLocation(program, "y_texture");
+ m_uTextureLocation = context->getUniformLocation(program, "u_texture");
+ m_vTextureLocation = context->getUniformLocation(program, "v_texture");
+ m_alphaLocation = context->getUniformLocation(program, "alpha");
+ m_ccMatrixLocation = context->getUniformLocation(program, "cc_matrix");
+ m_yuvAdjLocation = context->getUniformLocation(program, "yuv_adj");
+
+ ASSERT(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLocation != -1
+ && m_alphaLocation != -1 && m_ccMatrixLocation != -1 && m_yuvAdjLocation != -1);
+}
+
+String FragmentShaderYUVVideo::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ precision mediump int;
+ varying vec2 y_texCoord;
+ varying vec2 uv_texCoord;
+ uniform sampler2D y_texture;
+ uniform sampler2D u_texture;
+ uniform sampler2D v_texture;
+ uniform float alpha;
+ uniform vec3 yuv_adj;
+ uniform mat3 cc_matrix;
+ void main()
+ {
+ float y_raw = texture2D(y_texture, y_texCoord).x;
+ float u_unsigned = texture2D(u_texture, uv_texCoord).x;
+ float v_unsigned = texture2D(v_texture, uv_texCoord).x;
+ vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
+ vec3 rgb = cc_matrix * yuv;
+ gl_FragColor = vec4(rgb, float(1)) * alpha;
+ }
+ );
+}
+
+FragmentShaderColor::FragmentShaderColor()
+ : m_colorLocation(-1)
+{
+}
+
+void FragmentShaderColor::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_colorLocation = context->getUniformLocation(program, "color");
+ ASSERT(m_colorLocation != -1);
+}
+
+String FragmentShaderColor::getShaderString() const
+{
+ return SHADER(
+ precision mediump float;
+ uniform vec4 color;
+ void main()
+ {
+ gl_FragColor = color;
+ }
+ );
+}
+
+FragmentShaderCheckerboard::FragmentShaderCheckerboard()
+ : m_alphaLocation(-1)
+ , m_texTransformLocation(-1)
+ , m_frequencyLocation(-1)
+{
+}
+
+void FragmentShaderCheckerboard::init(WebGraphicsContext3D* context, unsigned program)
+{
+ m_alphaLocation = context->getUniformLocation(program, "alpha");
+ m_texTransformLocation = context->getUniformLocation(program, "texTransform");
+ m_frequencyLocation = context->getUniformLocation(program, "frequency");
+ ASSERT(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyLocation != -1);
+}
+
+String FragmentShaderCheckerboard::getShaderString() const
+{
+ // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide"
+ // by Munshi, Ginsburg, Shreiner.
+ return SHADER(
+ precision mediump float;
+ precision mediump int;
+ varying vec2 v_texCoord;
+ uniform float alpha;
+ uniform float frequency;
+ uniform vec4 texTransform;
+ void main()
+ {
+ vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 color2 = vec4(0.945, 0.945, 0.945, 1.0);
+ vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy;
+ vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
+ float picker = abs(coord.x - coord.y);
+ gl_FragColor = mix(color1, color2, picker) * alpha;
+ }
+ );
+}
+
+} // namespace WebCore
+
+#endif // USE(ACCELERATED_COMPOSITING)
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