| // Copyright 2011 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include "config.h" |
| |
| #if USE(ACCELERATED_COMPOSITING) |
| |
| #include "ShaderChromium.h" |
| |
| #include <public/WebGraphicsContext3D.h> |
| #include <wtf/StdLibExtras.h> |
| |
| #define SHADER0(Src) #Src |
| #define SHADER(Src) SHADER0(Src) |
| |
| using WebKit::WebGraphicsContext3D; |
| |
| namespace cc { |
| |
| namespace { |
| |
| static void getProgramUniformLocations(WebGraphicsContext3D* context, unsigned program, const char** shaderUniforms, size_t count, size_t maxLocations, int* locations, bool usingBindUniform, int* baseUniformIndex) |
| { |
| for (size_t uniformIndex = 0; uniformIndex < count; uniformIndex ++) { |
| ASSERT(uniformIndex < maxLocations); |
| |
| if (usingBindUniform) { |
| locations[uniformIndex] = (*baseUniformIndex)++; |
| context->bindUniformLocationCHROMIUM(program, locations[uniformIndex], shaderUniforms[uniformIndex]); |
| } else |
| locations[uniformIndex] = context->getUniformLocation(program, shaderUniforms[uniformIndex]); |
| } |
| } |
| |
| } |
| |
| VertexShaderPosTex::VertexShaderPosTex() |
| : m_matrixLocation(-1) |
| { |
| } |
| |
| void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "matrix", |
| }; |
| int locations[1]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_matrixLocation = locations[0]; |
| ASSERT(m_matrixLocation != -1); |
| } |
| |
| std::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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "matrix", |
| "y_widthScaleFactor", |
| "uv_widthScaleFactor", |
| }; |
| int locations[3]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_matrixLocation = locations[0]; |
| m_yWidthScaleFactorLocation = locations[1]; |
| m_uvWidthScaleFactorLocation = locations[2]; |
| ASSERT(m_matrixLocation != -1 && m_yWidthScaleFactorLocation != -1 && m_uvWidthScaleFactorLocation != -1); |
| } |
| |
| std::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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "matrix", |
| }; |
| int locations[1]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_matrixLocation = locations[0]; |
| ASSERT(m_matrixLocation != -1); |
| } |
| |
| std::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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "matrix", |
| "texTransform", |
| }; |
| int locations[2]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_matrixLocation = locations[0]; |
| m_texTransformLocation = locations[1]; |
| ASSERT(m_matrixLocation != -1 && m_texTransformLocation != -1); |
| } |
| |
| std::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) |
| { |
| } |
| |
| std::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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "matrix", |
| "point", |
| }; |
| int locations[2]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_matrixLocation = locations[0]; |
| m_pointLocation = locations[1]; |
| ASSERT(m_matrixLocation != -1 && m_pointLocation != -1); |
| } |
| |
| std::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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "matrix", |
| "point", |
| "vertexTexTransform", |
| }; |
| int locations[3]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_matrixLocation = locations[0]; |
| m_pointLocation = locations[1]; |
| m_vertexTexTransformLocation = locations[2]; |
| ASSERT(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransformLocation != -1); |
| } |
| |
| std::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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "matrix", |
| "texMatrix", |
| }; |
| int locations[2]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_matrixLocation = locations[0]; |
| m_texMatrixLocation = locations[1]; |
| return m_matrixLocation != -1 && m_texMatrixLocation != -1; |
| } |
| |
| std::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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "s_texture", |
| "alpha", |
| }; |
| int locations[2]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_samplerLocation = locations[0]; |
| m_alphaLocation = locations[1]; |
| ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1); |
| } |
| |
| FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() |
| : m_samplerLocation(-1) |
| { |
| } |
| |
| void FragmentTexOpaqueBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "s_texture", |
| }; |
| int locations[1]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_samplerLocation = locations[0]; |
| ASSERT(m_samplerLocation != -1); |
| } |
| |
| std::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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "s_texture", |
| }; |
| int locations[1]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_samplerLocation = locations[0]; |
| return m_samplerLocation != -1; |
| } |
| |
| std::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"; |
| } |
| |
| std::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; |
| } |
| ); |
| } |
| |
| std::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"; |
| } |
| |
| std::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"; |
| } |
| |
| std::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); |
| } |
| ); |
| } |
| |
| std::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); |
| } |
| ); |
| } |
| |
| std::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; |
| } |
| ); |
| } |
| |
| std::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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "s_texture", |
| "alpha", |
| "edge", |
| }; |
| int locations[3]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_samplerLocation = locations[0]; |
| m_alphaLocation = locations[1]; |
| m_edgeLocation = locations[2]; |
| ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1); |
| } |
| |
| std::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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "s_texture", |
| "alpha", |
| "fragmentTexTransform", |
| "edge", |
| }; |
| int locations[4]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_samplerLocation = locations[0]; |
| m_alphaLocation = locations[1]; |
| m_fragmentTexTransformLocation = locations[2]; |
| m_edgeLocation = locations[3]; |
| ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTransformLocation != -1 && m_edgeLocation != -1); |
| } |
| |
| std::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)); |
| } |
| ); |
| } |
| |
| std::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) |
| , m_maskTexCoordScaleLocation(-1) |
| { |
| } |
| |
| void FragmentShaderRGBATexAlphaMask::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "s_texture", |
| "s_mask", |
| "alpha", |
| "maskTexCoordScale", |
| "maskTexCoordOffset", |
| }; |
| int locations[5]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_samplerLocation = locations[0]; |
| m_maskSamplerLocation = locations[1]; |
| m_alphaLocation = locations[2]; |
| m_maskTexCoordScaleLocation = locations[3]; |
| m_maskTexCoordOffsetLocation = locations[4]; |
| ASSERT(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMask::getShaderString() const |
| { |
| return SHADER( |
| precision mediump float; |
| varying vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform sampler2D s_mask; |
| uniform vec2 maskTexCoordScale; |
| uniform vec2 maskTexCoordOffset; |
| uniform float alpha; |
| void main() |
| { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
| vec4 maskColor = texture2D(s_mask, maskTexCoord); |
| 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) |
| , m_maskTexCoordScaleLocation(-1) |
| { |
| } |
| |
| void FragmentShaderRGBATexAlphaMaskAA::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "s_texture", |
| "s_mask", |
| "alpha", |
| "edge", |
| "maskTexCoordScale", |
| "maskTexCoordOffset", |
| }; |
| int locations[6]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_samplerLocation = locations[0]; |
| m_maskSamplerLocation = locations[1]; |
| m_alphaLocation = locations[2]; |
| m_edgeLocation = locations[3]; |
| m_maskTexCoordScaleLocation = locations[4]; |
| m_maskTexCoordOffsetLocation = locations[5]; |
| ASSERT(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskAA::getShaderString() const |
| { |
| return SHADER( |
| precision mediump float; |
| varying vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform sampler2D s_mask; |
| uniform vec2 maskTexCoordScale; |
| uniform vec2 maskTexCoordOffset; |
| uniform float alpha; |
| uniform vec3 edge[8]; |
| void main() |
| { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
| vec4 maskColor = texture2D(s_mask, maskTexCoord); |
| 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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "y_texture", |
| "u_texture", |
| "v_texture", |
| "alpha", |
| "cc_matrix", |
| "yuv_adj", |
| }; |
| int locations[6]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_yTextureLocation = locations[0]; |
| m_uTextureLocation = locations[1]; |
| m_vTextureLocation = locations[2]; |
| m_alphaLocation = locations[3]; |
| m_ccMatrixLocation = locations[4]; |
| m_yuvAdjLocation = locations[5]; |
| |
| ASSERT(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLocation != -1 |
| && m_alphaLocation != -1 && m_ccMatrixLocation != -1 && m_yuvAdjLocation != -1); |
| } |
| |
| std::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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "color", |
| }; |
| int locations[1]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_colorLocation = locations[0]; |
| ASSERT(m_colorLocation != -1); |
| } |
| |
| std::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, bool usingBindUniform, int* baseUniformIndex) |
| { |
| static const char* shaderUniforms[] = { |
| "alpha", |
| "texTransform", |
| "frequency", |
| "color", |
| }; |
| int locations[4]; |
| |
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
| |
| m_alphaLocation = locations[0]; |
| m_texTransformLocation = locations[1]; |
| m_frequencyLocation = locations[2]; |
| m_colorLocation = locations[3]; |
| ASSERT(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyLocation != -1 && m_colorLocation != -1); |
| } |
| |
| std::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; |
| uniform vec4 color; |
| void main() |
| { |
| vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); |
| vec4 color2 = color; |
| 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 cc |
| |
| #endif // USE(ACCELERATED_COMPOSITING) |