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Unified Diff: cc/shader.cc

Issue 12208140: Revert "cc: Clamp texture coordinates in all tile shaders" (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 7 years, 10 months ago
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Index: cc/shader.cc
diff --git a/cc/shader.cc b/cc/shader.cc
index 89474299e4fb1a569870a5014feef9f7056f36a3..c52423103e8b2a96b6cfdec9abc48787406d546e 100644
--- a/cc/shader.cc
+++ b/cc/shader.cc
@@ -345,31 +345,6 @@ void FragmentTexAlphaBinding::init(WebGraphicsContext3D* context, unsigned progr
DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1);
}
-FragmentTexClampAlphaBinding::FragmentTexClampAlphaBinding()
- : m_samplerLocation(-1)
- , m_alphaLocation(-1)
- , m_fragmentTexTransformLocation(-1)
-{
-}
-
-void FragmentTexClampAlphaBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "s_texture",
- "alpha",
- "fragmentTexTransform",
- };
- int locations[3];
-
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- m_alphaLocation = locations[1];
- m_fragmentTexTransformLocation = locations[2];
- DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1);
-}
-
-
FragmentTexOpaqueBinding::FragmentTexOpaqueBinding()
: m_samplerLocation(-1)
{
@@ -388,27 +363,6 @@ void FragmentTexOpaqueBinding::init(WebGraphicsContext3D* context, unsigned prog
DCHECK(m_samplerLocation != -1);
}
-FragmentTexClampOpaqueBinding::FragmentTexClampOpaqueBinding()
- : m_samplerLocation(-1)
- , m_fragmentTexTransformLocation(-1)
-{
-}
-
-void FragmentTexClampOpaqueBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
-{
- static const char* shaderUniforms[] = {
- "s_texture",
- "fragmentTexTransform",
- };
- int locations[2];
-
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
-
- m_samplerLocation = locations[0];
- m_fragmentTexTransformLocation = locations[1];
- DCHECK(m_samplerLocation != -1);
-}
-
std::string FragmentShaderRGBATexFlipVaryingAlpha::getShaderString() const
{
return SHADER(
@@ -466,24 +420,6 @@ std::string FragmentShaderRGBATexAlpha::getShaderString() const
);
}
-std::string FragmentShaderRGBATexClampAlpha::getShaderString() const
-{
- return SHADER(
- precision mediump float;
- varying vec2 v_texCoord;
- uniform sampler2D s_texture;
- uniform float alpha;
- uniform vec4 fragmentTexTransform;
- void main()
- {
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy;
- vec4 texColor = texture2D(s_texture, texCoord);
- gl_FragColor = texColor * alpha;
- }
- );
-}
-
-
std::string FragmentShaderRGBATexVaryingAlpha::getShaderString() const
{
return SHADER(
@@ -530,17 +466,15 @@ std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString() const
"}\n";
}
-std::string FragmentShaderRGBATexClampOpaque::getShaderString() const
+std::string FragmentShaderRGBATexOpaque::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
- uniform vec4 fragmentTexTransform;
void main()
{
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy;
- vec4 texColor = texture2D(s_texture, texCoord);
+ vec4 texColor = texture2D(s_texture, v_texCoord);
gl_FragColor = vec4(texColor.rgb, 1.0);
}
);
@@ -559,34 +493,30 @@ std::string FragmentShaderRGBATex::getShaderString() const
);
}
-std::string FragmentShaderRGBATexClampSwizzleAlpha::getShaderString() const
+std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
- uniform vec4 fragmentTexTransform;
void main()
{
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy;
- vec4 texColor = texture2D(s_texture, texCoord);
+ vec4 texColor = texture2D(s_texture, v_texCoord);
gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha;
}
);
}
-std::string FragmentShaderRGBATexClampSwizzleOpaque::getShaderString() const
+std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
- uniform vec4 fragmentTexTransform;
void main()
{
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy;
- vec4 texColor = texture2D(s_texture, texCoord);
+ vec4 texColor = texture2D(s_texture, v_texCoord);
gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0);
}
);
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