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Issue 11543013: Combine mask texture parameters into single gfx::RectF (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: address nits Created 8 years ago
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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/gl_renderer.h" 5 #include "cc/gl_renderer.h"
6 6
7 #include "base/debug/trace_event.h" 7 #include "base/debug/trace_event.h"
8 #include "base/logging.h" 8 #include "base/logging.h"
9 #include "base/string_split.h" 9 #include "base/string_split.h"
10 #include "base/string_util.h" 10 #include "base/string_util.h"
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621 621
622 shaderMatrixLocation = program->vertexShader().matrixLocation(); 622 shaderMatrixLocation = program->vertexShader().matrixLocation();
623 shaderAlphaLocation = program->fragmentShader().alphaLocation(); 623 shaderAlphaLocation = program->fragmentShader().alphaLocation();
624 } 624 }
625 625
626 if (shaderMaskSamplerLocation != -1) { 626 if (shaderMaskSamplerLocation != -1) {
627 DCHECK(shaderMaskTexCoordScaleLocation != 1); 627 DCHECK(shaderMaskTexCoordScaleLocation != 1);
628 DCHECK(shaderMaskTexCoordOffsetLocation != 1); 628 DCHECK(shaderMaskTexCoordOffsetLocation != 1);
629 GLC(context(), context()->activeTexture(GL_TEXTURE1)); 629 GLC(context(), context()->activeTexture(GL_TEXTURE1));
630 GLC(context(), context()->uniform1i(shaderMaskSamplerLocation, 1)); 630 GLC(context(), context()->uniform1i(shaderMaskSamplerLocation, 1));
631 GLC(context(), context()->uniform2f(shaderMaskTexCoordScaleLocation, qua d->mask_tex_coord_scale_x, quad->mask_tex_coord_scale_y)); 631 GLC(context(), context()->uniform2f(shaderMaskTexCoordOffsetLocation, qu ad->mask_uv_rect.x(), quad->mask_uv_rect.y()));
632 GLC(context(), context()->uniform2f(shaderMaskTexCoordOffsetLocation, qu ad->mask_tex_coord_offset_x, quad->mask_tex_coord_offset_y)); 632 GLC(context(), context()->uniform2f(shaderMaskTexCoordScaleLocation, qua d->mask_uv_rect.width(), quad->mask_uv_rect.height()));
633 m_resourceProvider->bindForSampling(quad->mask_resource_id, GL_TEXTURE_2 D, GL_LINEAR); 633 m_resourceProvider->bindForSampling(quad->mask_resource_id, GL_TEXTURE_2 D, GL_LINEAR);
634 GLC(context(), context()->activeTexture(GL_TEXTURE0)); 634 GLC(context(), context()->activeTexture(GL_TEXTURE0));
635 } 635 }
636 636
637 if (shaderEdgeLocation != -1) { 637 if (shaderEdgeLocation != -1) {
638 float edge[24]; 638 float edge[24];
639 deviceLayerEdges.toFloatArray(edge); 639 deviceLayerEdges.toFloatArray(edge);
640 deviceLayerBounds.toFloatArray(&edge[12]); 640 deviceLayerBounds.toFloatArray(&edge[12]);
641 GLC(context(), context()->uniform3fv(shaderEdgeLocation, 8, edge)); 641 GLC(context(), context()->uniform3fv(shaderEdgeLocation, 8, edge));
642 } 642 }
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1746 1746
1747 releaseRenderPassTextures(); 1747 releaseRenderPassTextures();
1748 } 1748 }
1749 1749
1750 bool GLRenderer::isContextLost() 1750 bool GLRenderer::isContextLost()
1751 { 1751 {
1752 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); 1752 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR);
1753 } 1753 }
1754 1754
1755 } // namespace cc 1755 } // namespace cc
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