| // 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 "cc/output/shader.h" |
| |
| #include <stddef.h> |
| |
| #include <algorithm> |
| |
| #include "base/logging.h" |
| #include "base/strings/stringprintf.h" |
| #include "cc/output/static_geometry_binding.h" |
| #include "gpu/command_buffer/client/gles2_interface.h" |
| #include "ui/gfx/geometry/point.h" |
| #include "ui/gfx/geometry/size.h" |
| |
| template <size_t size> |
| std::string StripLambda(const char(&shader)[size]) { |
| // Must contain at least "[]() {}" and trailing null (included in size). |
| static_assert(size >= 8, |
| "String passed to StripLambda must be at least 8 characters"); |
| DCHECK_EQ(strncmp("[]() {", shader, 6), 0); |
| DCHECK_EQ(shader[size - 2], '}'); |
| return std::string(shader + 6, shader + size - 2); |
| } |
| |
| // Shaders are passed in with lambda syntax, which tricks clang-format into |
| // handling them correctly. StipLambda removes this. |
| #define SHADER0(Src) StripLambda(#Src) |
| #define VERTEX_SHADER(Head, Body) SetVertexShaderDefines(Head + Body) |
| #define FRAGMENT_SHADER(Head, Body) \ |
| SetFragmentTexCoordPrecision( \ |
| precision, \ |
| SetFragmentSamplerType(sampler, SetBlendModeFunctions(Head + Body))) |
| |
| using gpu::gles2::GLES2Interface; |
| |
| namespace cc { |
| |
| namespace { |
| |
| static void GetProgramUniformLocations(GLES2Interface* context, |
| unsigned program, |
| size_t count, |
| const char** uniforms, |
| int* locations, |
| int* base_uniform_index) { |
| for (size_t i = 0; i < count; i++) { |
| locations[i] = (*base_uniform_index)++; |
| context->BindUniformLocationCHROMIUM(program, locations[i], uniforms[i]); |
| } |
| } |
| |
| static std::string SetFragmentTexCoordPrecision( |
| TexCoordPrecision requested_precision, |
| std::string shader_string) { |
| switch (requested_precision) { |
| case TEX_COORD_PRECISION_HIGH: |
| DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos); |
| return "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" |
| " #define TexCoordPrecision highp\n" |
| "#else\n" |
| " #define TexCoordPrecision mediump\n" |
| "#endif\n" + |
| shader_string; |
| case TEX_COORD_PRECISION_MEDIUM: |
| DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos); |
| return "#define TexCoordPrecision mediump\n" + shader_string; |
| case TEX_COORD_PRECISION_NA: |
| DCHECK_EQ(shader_string.find("TexCoordPrecision"), std::string::npos); |
| DCHECK_EQ(shader_string.find("texture2D"), std::string::npos); |
| DCHECK_EQ(shader_string.find("texture2DRect"), std::string::npos); |
| return shader_string; |
| default: |
| NOTREACHED(); |
| break; |
| } |
| return shader_string; |
| } |
| |
| static std::string SetVertexShaderDefines(const std::string& shader_string) { |
| // We unconditionally use highp in the vertex shader since |
| // we are unlikely to be vertex shader bound when drawing large quads. |
| // Also, some vertex shaders mutate the texture coordinate in such a |
| // way that the effective precision might be lower than expected. |
| return base::StringPrintf( |
| "#define TexCoordPrecision highp\n" |
| "#define NUM_STATIC_QUADS %d\n", |
| StaticGeometryBinding::NUM_QUADS) + |
| shader_string; |
| } |
| |
| TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, |
| int* highp_threshold_cache, |
| int highp_threshold_min, |
| int x, |
| int y) { |
| if (*highp_threshold_cache == 0) { |
| // Initialize range and precision with minimum spec values for when |
| // GetShaderPrecisionFormat is a test stub. |
| // TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat |
| // everywhere. |
| GLint range[2] = {14, 14}; |
| GLint precision = 10; |
| context->GetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT, |
| range, &precision); |
| *highp_threshold_cache = 1 << precision; |
| } |
| |
| int highp_threshold = std::max(*highp_threshold_cache, highp_threshold_min); |
| if (x > highp_threshold || y > highp_threshold) |
| return TEX_COORD_PRECISION_HIGH; |
| return TEX_COORD_PRECISION_MEDIUM; |
| } |
| |
| static std::string SetFragmentSamplerType(SamplerType requested_type, |
| std::string shader_string) { |
| switch (requested_type) { |
| case SAMPLER_TYPE_2D: |
| DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); |
| DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); |
| return "#define SamplerType sampler2D\n" |
| "#define TextureLookup texture2D\n" + |
| shader_string; |
| case SAMPLER_TYPE_2D_RECT: |
| DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); |
| DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); |
| return "#extension GL_ARB_texture_rectangle : require\n" |
| "#define SamplerType sampler2DRect\n" |
| "#define TextureLookup texture2DRect\n" + |
| shader_string; |
| case SAMPLER_TYPE_EXTERNAL_OES: |
| DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); |
| DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); |
| return "#extension GL_OES_EGL_image_external : enable\n" |
| "#extension GL_NV_EGL_stream_consumer_external : enable\n" |
| "#define SamplerType samplerExternalOES\n" |
| "#define TextureLookup texture2D\n" + |
| shader_string; |
| case SAMPLER_TYPE_NA: |
| DCHECK_EQ(shader_string.find("SamplerType"), std::string::npos); |
| DCHECK_EQ(shader_string.find("TextureLookup"), std::string::npos); |
| return shader_string; |
| default: |
| NOTREACHED(); |
| break; |
| } |
| return shader_string; |
| } |
| |
| } // namespace |
| |
| ShaderLocations::ShaderLocations() { |
| } |
| |
| TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, |
| int* highp_threshold_cache, |
| int highp_threshold_min, |
| const gfx::Point& max_coordinate) { |
| return TexCoordPrecisionRequired(context, |
| highp_threshold_cache, |
| highp_threshold_min, |
| max_coordinate.x(), |
| max_coordinate.y()); |
| } |
| |
| TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, |
| int* highp_threshold_cache, |
| int highp_threshold_min, |
| const gfx::Size& max_size) { |
| return TexCoordPrecisionRequired(context, |
| highp_threshold_cache, |
| highp_threshold_min, |
| max_size.width(), |
| max_size.height()); |
| } |
| |
| VertexShaderPosTex::VertexShaderPosTex() : matrix_location_(-1) { |
| } |
| |
| void VertexShaderPosTex::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "matrix", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| matrix_location_ = locations[0]; |
| } |
| |
| std::string VertexShaderPosTex::GetShaderString() const { |
| return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string VertexShaderPosTex::GetShaderHead() { |
| return SHADER0([]() { |
| attribute vec4 a_position; |
| attribute TexCoordPrecision vec2 a_texCoord; |
| uniform mat4 matrix; |
| varying TexCoordPrecision vec2 v_texCoord; |
| }); |
| } |
| |
| std::string VertexShaderPosTex::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| gl_Position = matrix * a_position; |
| v_texCoord = a_texCoord; |
| } |
| }); |
| } |
| |
| VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset() |
| : matrix_location_(-1), |
| ya_tex_scale_location_(-1), |
| ya_tex_offset_location_(-1), |
| uv_tex_scale_location_(-1), |
| uv_tex_offset_location_(-1) { |
| } |
| |
| void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "matrix", "yaTexScale", "yaTexOffset", "uvTexScale", "uvTexOffset", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| matrix_location_ = locations[0]; |
| ya_tex_scale_location_ = locations[1]; |
| ya_tex_offset_location_ = locations[2]; |
| uv_tex_scale_location_ = locations[3]; |
| uv_tex_offset_location_ = locations[4]; |
| } |
| |
| std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const { |
| return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string VertexShaderPosTexYUVStretchOffset::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| attribute vec4 a_position; |
| attribute TexCoordPrecision vec2 a_texCoord; |
| uniform mat4 matrix; |
| varying TexCoordPrecision vec2 v_yaTexCoord; |
| varying TexCoordPrecision vec2 v_uvTexCoord; |
| uniform TexCoordPrecision vec2 yaTexScale; |
| uniform TexCoordPrecision vec2 yaTexOffset; |
| uniform TexCoordPrecision vec2 uvTexScale; |
| uniform TexCoordPrecision vec2 uvTexOffset; |
| }); |
| } |
| |
| std::string VertexShaderPosTexYUVStretchOffset::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| gl_Position = matrix * a_position; |
| v_yaTexCoord = a_texCoord * yaTexScale + yaTexOffset; |
| v_uvTexCoord = a_texCoord * uvTexScale + uvTexOffset; |
| } |
| }); |
| } |
| |
| VertexShaderPos::VertexShaderPos() : matrix_location_(-1) { |
| } |
| |
| void VertexShaderPos::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "matrix", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| matrix_location_ = locations[0]; |
| } |
| |
| std::string VertexShaderPos::GetShaderString() const { |
| return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string VertexShaderPos::GetShaderHead() { |
| return SHADER0([]() { |
| attribute vec4 a_position; |
| uniform mat4 matrix; |
| }); |
| } |
| |
| std::string VertexShaderPos::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { gl_Position = matrix * a_position; } |
| }); |
| } |
| |
| VertexShaderPosTexTransform::VertexShaderPosTexTransform() |
| : matrix_location_(-1), |
| tex_transform_location_(-1), |
| vertex_opacity_location_(-1) { |
| } |
| |
| void VertexShaderPosTexTransform::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "matrix", "texTransform", "opacity", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| matrix_location_ = locations[0]; |
| tex_transform_location_ = locations[1]; |
| vertex_opacity_location_ = locations[2]; |
| } |
| |
| std::string VertexShaderPosTexTransform::GetShaderString() const { |
| return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string VertexShaderPosTexTransform::GetShaderHead() { |
| return SHADER0([]() { |
| attribute vec4 a_position; |
| attribute TexCoordPrecision vec2 a_texCoord; |
| attribute float a_index; |
| uniform mat4 matrix[NUM_STATIC_QUADS]; |
| uniform TexCoordPrecision vec4 texTransform[NUM_STATIC_QUADS]; |
| uniform float opacity[NUM_STATIC_QUADS * 4]; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying float v_alpha; |
| }); |
| } |
| |
| std::string VertexShaderPosTexTransform::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| int quad_index = int(a_index * 0.25); // NOLINT |
| gl_Position = matrix[quad_index] * a_position; |
| TexCoordPrecision vec4 texTrans = texTransform[quad_index]; |
| v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
| v_alpha = opacity[int(a_index)]; // NOLINT |
| } |
| }); |
| } |
| |
| void VertexShaderPosTexTransform::FillLocations( |
| ShaderLocations* locations) const { |
| locations->matrix = matrix_location(); |
| locations->tex_transform = tex_transform_location(); |
| } |
| |
| std::string VertexShaderPosTexIdentity::GetShaderString() const { |
| return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string VertexShaderPosTexIdentity::GetShaderHead() { |
| return SHADER0([]() { |
| attribute vec4 a_position; |
| varying TexCoordPrecision vec2 v_texCoord; |
| }); |
| } |
| |
| std::string VertexShaderPosTexIdentity::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| gl_Position = a_position; |
| v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; |
| } |
| }); |
| } |
| |
| VertexShaderQuad::VertexShaderQuad() |
| : matrix_location_(-1), quad_location_(-1) { |
| } |
| |
| void VertexShaderQuad::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "matrix", "quad", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| matrix_location_ = locations[0]; |
| quad_location_ = locations[1]; |
| } |
| |
| std::string VertexShaderQuad::GetShaderString() const { |
| return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string VertexShaderQuad::GetShaderHead() { |
| #if defined(OS_ANDROID) |
| // TODO(epenner): Find the cause of this 'quad' uniform |
| // being missing if we don't add dummy variables. |
| // http://crbug.com/240602 |
| return SHADER0([]() { |
| attribute TexCoordPrecision vec4 a_position; |
| attribute float a_index; |
| uniform mat4 matrix; |
| uniform TexCoordPrecision vec2 quad[4]; |
| uniform TexCoordPrecision vec2 dummy_uniform; |
| varying TexCoordPrecision vec2 dummy_varying; |
| }); |
| #else |
| return SHADER0([]() { |
| attribute TexCoordPrecision vec4 a_position; |
| attribute float a_index; |
| uniform mat4 matrix; |
| uniform TexCoordPrecision vec2 quad[4]; |
| }); |
| #endif |
| } |
| |
| std::string VertexShaderQuad::GetShaderBody() { |
| #if defined(OS_ANDROID) |
| return SHADER0([]() { |
| void main() { |
| vec2 pos = quad[int(a_index)]; // NOLINT |
| gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
| dummy_varying = dummy_uniform; |
| } |
| }); |
| #else |
| return SHADER0([]() { |
| void main() { |
| vec2 pos = quad[int(a_index)]; // NOLINT |
| gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
| } |
| }); |
| #endif |
| } |
| |
| VertexShaderQuadAA::VertexShaderQuadAA() |
| : matrix_location_(-1), |
| viewport_location_(-1), |
| quad_location_(-1), |
| edge_location_(-1) { |
| } |
| |
| void VertexShaderQuadAA::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "matrix", "viewport", "quad", "edge", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| matrix_location_ = locations[0]; |
| viewport_location_ = locations[1]; |
| quad_location_ = locations[2]; |
| edge_location_ = locations[3]; |
| } |
| |
| std::string VertexShaderQuadAA::GetShaderString() const { |
| return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string VertexShaderQuadAA::GetShaderHead() { |
| return SHADER0([]() { |
| attribute TexCoordPrecision vec4 a_position; |
| attribute float a_index; |
| uniform mat4 matrix; |
| uniform vec4 viewport; |
| uniform TexCoordPrecision vec2 quad[4]; |
| uniform TexCoordPrecision vec3 edge[8]; |
| varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| }); |
| } |
| |
| std::string VertexShaderQuadAA::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec2 pos = quad[int(a_index)]; // NOLINT |
| gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
| vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
| vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
| edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos), |
| dot(edge[2], screen_pos), dot(edge[3], screen_pos)) * |
| gl_Position.w; |
| edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos), |
| dot(edge[6], screen_pos), dot(edge[7], screen_pos)) * |
| gl_Position.w; |
| } |
| }); |
| } |
| |
| VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA() |
| : matrix_location_(-1), |
| viewport_location_(-1), |
| quad_location_(-1), |
| edge_location_(-1), |
| tex_transform_location_(-1) { |
| } |
| |
| void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "matrix", "viewport", "quad", "edge", "texTrans", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| matrix_location_ = locations[0]; |
| viewport_location_ = locations[1]; |
| quad_location_ = locations[2]; |
| edge_location_ = locations[3]; |
| tex_transform_location_ = locations[4]; |
| } |
| |
| std::string VertexShaderQuadTexTransformAA::GetShaderString() const { |
| return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string VertexShaderQuadTexTransformAA::GetShaderHead() { |
| return SHADER0([]() { |
| attribute TexCoordPrecision vec4 a_position; |
| attribute float a_index; |
| uniform mat4 matrix; |
| uniform vec4 viewport; |
| uniform TexCoordPrecision vec2 quad[4]; |
| uniform TexCoordPrecision vec3 edge[8]; |
| uniform TexCoordPrecision vec4 texTrans; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| }); |
| } |
| |
| std::string VertexShaderQuadTexTransformAA::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec2 pos = quad[int(a_index)]; // NOLINT |
| gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
| vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
| vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
| edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos), |
| dot(edge[2], screen_pos), dot(edge[3], screen_pos)) * |
| gl_Position.w; |
| edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos), |
| dot(edge[6], screen_pos), dot(edge[7], screen_pos)) * |
| gl_Position.w; |
| v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; |
| } |
| }); |
| } |
| |
| void VertexShaderQuadTexTransformAA::FillLocations( |
| ShaderLocations* locations) const { |
| locations->quad = quad_location(); |
| locations->edge = edge_location(); |
| locations->viewport = viewport_location(); |
| locations->matrix = matrix_location(); |
| locations->tex_transform = tex_transform_location(); |
| } |
| |
| |
| VertexShaderTile::VertexShaderTile() |
| : matrix_location_(-1), |
| quad_location_(-1), |
| vertex_tex_transform_location_(-1) { |
| } |
| |
| void VertexShaderTile::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "matrix", "quad", "vertexTexTransform", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| matrix_location_ = locations[0]; |
| quad_location_ = locations[1]; |
| vertex_tex_transform_location_ = locations[2]; |
| } |
| |
| std::string VertexShaderTile::GetShaderString() const { |
| return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string VertexShaderTile::GetShaderHead() { |
| return SHADER0([]() { |
| attribute TexCoordPrecision vec4 a_position; |
| attribute TexCoordPrecision vec2 a_texCoord; |
| attribute float a_index; |
| uniform mat4 matrix; |
| uniform TexCoordPrecision vec2 quad[4]; |
| uniform TexCoordPrecision vec4 vertexTexTransform; |
| varying TexCoordPrecision vec2 v_texCoord; |
| }); |
| } |
| |
| std::string VertexShaderTile::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec2 pos = quad[int(a_index)]; // NOLINT |
| gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
| v_texCoord = a_texCoord * vertexTexTransform.zw + vertexTexTransform.xy; |
| } |
| }); |
| } |
| |
| VertexShaderTileAA::VertexShaderTileAA() |
| : matrix_location_(-1), |
| viewport_location_(-1), |
| quad_location_(-1), |
| edge_location_(-1), |
| vertex_tex_transform_location_(-1) { |
| } |
| |
| void VertexShaderTileAA::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "matrix", "viewport", "quad", "edge", "vertexTexTransform", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| matrix_location_ = locations[0]; |
| viewport_location_ = locations[1]; |
| quad_location_ = locations[2]; |
| edge_location_ = locations[3]; |
| vertex_tex_transform_location_ = locations[4]; |
| } |
| |
| std::string VertexShaderTileAA::GetShaderString() const { |
| return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string VertexShaderTileAA::GetShaderHead() { |
| return SHADER0([]() { |
| attribute TexCoordPrecision vec4 a_position; |
| attribute float a_index; |
| uniform mat4 matrix; |
| uniform vec4 viewport; |
| uniform TexCoordPrecision vec2 quad[4]; |
| uniform TexCoordPrecision vec3 edge[8]; |
| uniform TexCoordPrecision vec4 vertexTexTransform; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| }); |
| } |
| |
| std::string VertexShaderTileAA::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec2 pos = quad[int(a_index)]; // NOLINT |
| gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
| vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
| vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
| edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos), |
| dot(edge[2], screen_pos), dot(edge[3], screen_pos)) * |
| gl_Position.w; |
| edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos), |
| dot(edge[6], screen_pos), dot(edge[7], screen_pos)) * |
| gl_Position.w; |
| v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
| } |
| }); |
| } |
| |
| VertexShaderVideoTransform::VertexShaderVideoTransform() |
| : matrix_location_(-1), tex_matrix_location_(-1) { |
| } |
| |
| void VertexShaderVideoTransform::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "matrix", "texMatrix", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| matrix_location_ = locations[0]; |
| tex_matrix_location_ = locations[1]; |
| } |
| |
| std::string VertexShaderVideoTransform::GetShaderString() const { |
| return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string VertexShaderVideoTransform::GetShaderHead() { |
| return SHADER0([]() { |
| attribute vec4 a_position; |
| attribute TexCoordPrecision vec2 a_texCoord; |
| uniform mat4 matrix; |
| uniform TexCoordPrecision mat4 texMatrix; |
| varying TexCoordPrecision vec2 v_texCoord; |
| }); |
| } |
| |
| std::string VertexShaderVideoTransform::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| gl_Position = matrix * a_position; |
| v_texCoord = (texMatrix * vec4(a_texCoord.xy, 0.0, 1.0)).xy; |
| } |
| }); |
| } |
| |
| #define BLEND_MODE_UNIFORMS "s_backdropTexture", \ |
| "s_originalBackdropTexture", \ |
| "backdropRect" |
| #define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 3 : 0) |
| #define BLEND_MODE_SET_LOCATIONS(X, POS) \ |
| if (has_blend_mode()) { \ |
| DCHECK_LT(static_cast<size_t>(POS) + 2, arraysize(X)); \ |
| backdrop_location_ = locations[POS]; \ |
| original_backdrop_location_ = locations[POS + 1]; \ |
| backdrop_rect_location_ = locations[POS + 2]; \ |
| } |
| |
| FragmentTexBlendMode::FragmentTexBlendMode() |
| : backdrop_location_(-1), |
| original_backdrop_location_(-1), |
| backdrop_rect_location_(-1), |
| blend_mode_(BLEND_MODE_NONE), |
| mask_for_background_(false) { |
| } |
| |
| std::string FragmentTexBlendMode::SetBlendModeFunctions( |
| const std::string& shader_string) const { |
| if (shader_string.find("ApplyBlendMode") == std::string::npos) |
| return shader_string; |
| |
| if (!has_blend_mode()) { |
| return "#define ApplyBlendMode(X, Y) (X)\n" + shader_string; |
| } |
| |
| static const std::string kUniforms = SHADER0([]() { |
| uniform sampler2D s_backdropTexture; |
| uniform sampler2D s_originalBackdropTexture; |
| uniform TexCoordPrecision vec4 backdropRect; |
| }); |
| |
| std::string mixFunction; |
| if (mask_for_background()) { |
| mixFunction = SHADER0([]() { |
| vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) { |
| vec4 backdrop = texture2D(s_backdropTexture, bgTexCoord); |
| vec4 original_backdrop = |
| texture2D(s_originalBackdropTexture, bgTexCoord); |
| return mix(original_backdrop, backdrop, mask); |
| } |
| }); |
| } else { |
| mixFunction = SHADER0([]() { |
| vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) { |
| return texture2D(s_backdropTexture, bgTexCoord); |
| } |
| }); |
| } |
| |
| static const std::string kFunctionApplyBlendMode = SHADER0([]() { |
| vec4 GetBackdropColor(float mask) { |
| TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy; |
| bgTexCoord.x /= backdropRect.z; |
| bgTexCoord.y /= backdropRect.w; |
| return MixBackdrop(bgTexCoord, mask); |
| } |
| |
| vec4 ApplyBlendMode(vec4 src, float mask) { |
| vec4 dst = GetBackdropColor(mask); |
| return Blend(src, dst); |
| } |
| }); |
| |
| return "precision mediump float;" + GetHelperFunctions() + |
| GetBlendFunction() + kUniforms + mixFunction + |
| kFunctionApplyBlendMode + shader_string; |
| } |
| |
| std::string FragmentTexBlendMode::GetHelperFunctions() const { |
| static const std::string kFunctionHardLight = SHADER0([]() { |
| vec3 hardLight(vec4 src, vec4 dst) { |
| vec3 result; |
| result.r = |
| (2.0 * src.r <= src.a) |
| ? (2.0 * src.r * dst.r) |
| : (src.a * dst.a - 2.0 * (dst.a - dst.r) * (src.a - src.r)); |
| result.g = |
| (2.0 * src.g <= src.a) |
| ? (2.0 * src.g * dst.g) |
| : (src.a * dst.a - 2.0 * (dst.a - dst.g) * (src.a - src.g)); |
| result.b = |
| (2.0 * src.b <= src.a) |
| ? (2.0 * src.b * dst.b) |
| : (src.a * dst.a - 2.0 * (dst.a - dst.b) * (src.a - src.b)); |
| result.rgb += src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a); |
| return result; |
| } |
| }); |
| |
| static const std::string kFunctionColorDodgeComponent = SHADER0([]() { |
| float getColorDodgeComponent(float srcc, float srca, float dstc, |
| float dsta) { |
| if (0.0 == dstc) |
| return srcc * (1.0 - dsta); |
| float d = srca - srcc; |
| if (0.0 == d) |
| return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca); |
| d = min(dsta, dstc * srca / d); |
| return d * srca + srcc * (1.0 - dsta) + dstc * (1.0 - srca); |
| } |
| }); |
| |
| static const std::string kFunctionColorBurnComponent = SHADER0([]() { |
| float getColorBurnComponent(float srcc, float srca, float dstc, |
| float dsta) { |
| if (dsta == dstc) |
| return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca); |
| if (0.0 == srcc) |
| return dstc * (1.0 - srca); |
| float d = max(0.0, dsta - (dsta - dstc) * srca / srcc); |
| return srca * d + srcc * (1.0 - dsta) + dstc * (1.0 - srca); |
| } |
| }); |
| |
| static const std::string kFunctionSoftLightComponentPosDstAlpha = |
| SHADER0([]() { |
| float getSoftLightComponent(float srcc, float srca, float dstc, |
| float dsta) { |
| if (2.0 * srcc <= srca) { |
| return (dstc * dstc * (srca - 2.0 * srcc)) / dsta + |
| (1.0 - dsta) * srcc + dstc * (-srca + 2.0 * srcc + 1.0); |
| } else if (4.0 * dstc <= dsta) { |
| float DSqd = dstc * dstc; |
| float DCub = DSqd * dstc; |
| float DaSqd = dsta * dsta; |
| float DaCub = DaSqd * dsta; |
| return (-DaCub * srcc + |
| DaSqd * (srcc - dstc * (3.0 * srca - 6.0 * srcc - 1.0)) + |
| 12.0 * dsta * DSqd * (srca - 2.0 * srcc) - |
| 16.0 * DCub * (srca - 2.0 * srcc)) / |
| DaSqd; |
| } else { |
| return -sqrt(dsta * dstc) * (srca - 2.0 * srcc) - dsta * srcc + |
| dstc * (srca - 2.0 * srcc + 1.0) + srcc; |
| } |
| } |
| }); |
| |
| static const std::string kFunctionLum = SHADER0([]() { |
| float luminance(vec3 color) { return dot(vec3(0.3, 0.59, 0.11), color); } |
| |
| vec3 set_luminance(vec3 hueSat, float alpha, vec3 lumColor) { |
| float diff = luminance(lumColor - hueSat); |
| vec3 outColor = hueSat + diff; |
| float outLum = luminance(outColor); |
| float minComp = min(min(outColor.r, outColor.g), outColor.b); |
| float maxComp = max(max(outColor.r, outColor.g), outColor.b); |
| if (minComp < 0.0 && outLum != minComp) { |
| outColor = outLum + |
| ((outColor - vec3(outLum, outLum, outLum)) * outLum) / |
| (outLum - minComp); |
| } |
| if (maxComp > alpha && maxComp != outLum) { |
| outColor = |
| outLum + |
| ((outColor - vec3(outLum, outLum, outLum)) * (alpha - outLum)) / |
| (maxComp - outLum); |
| } |
| return outColor; |
| } |
| }); |
| |
| static const std::string kFunctionSat = SHADER0([]() { |
| float saturation(vec3 color) { |
| return max(max(color.r, color.g), color.b) - |
| min(min(color.r, color.g), color.b); |
| } |
| |
| vec3 set_saturation_helper(float minComp, float midComp, float maxComp, |
| float sat) { |
| if (minComp < maxComp) { |
| vec3 result; |
| result.r = 0.0; |
| result.g = sat * (midComp - minComp) / (maxComp - minComp); |
| result.b = sat; |
| return result; |
| } else { |
| return vec3(0, 0, 0); |
| } |
| } |
| |
| vec3 set_saturation(vec3 hueLumColor, vec3 satColor) { |
| float sat = saturation(satColor); |
| if (hueLumColor.r <= hueLumColor.g) { |
| if (hueLumColor.g <= hueLumColor.b) { |
| hueLumColor.rgb = set_saturation_helper(hueLumColor.r, hueLumColor.g, |
| hueLumColor.b, sat); |
| } else if (hueLumColor.r <= hueLumColor.b) { |
| hueLumColor.rbg = set_saturation_helper(hueLumColor.r, hueLumColor.b, |
| hueLumColor.g, sat); |
| } else { |
| hueLumColor.brg = set_saturation_helper(hueLumColor.b, hueLumColor.r, |
| hueLumColor.g, sat); |
| } |
| } else if (hueLumColor.r <= hueLumColor.b) { |
| hueLumColor.grb = set_saturation_helper(hueLumColor.g, hueLumColor.r, |
| hueLumColor.b, sat); |
| } else if (hueLumColor.g <= hueLumColor.b) { |
| hueLumColor.gbr = set_saturation_helper(hueLumColor.g, hueLumColor.b, |
| hueLumColor.r, sat); |
| } else { |
| hueLumColor.bgr = set_saturation_helper(hueLumColor.b, hueLumColor.g, |
| hueLumColor.r, sat); |
| } |
| return hueLumColor; |
| } |
| }); |
| |
| switch (blend_mode_) { |
| case BLEND_MODE_OVERLAY: |
| case BLEND_MODE_HARD_LIGHT: |
| return kFunctionHardLight; |
| case BLEND_MODE_COLOR_DODGE: |
| return kFunctionColorDodgeComponent; |
| case BLEND_MODE_COLOR_BURN: |
| return kFunctionColorBurnComponent; |
| case BLEND_MODE_SOFT_LIGHT: |
| return kFunctionSoftLightComponentPosDstAlpha; |
| case BLEND_MODE_HUE: |
| case BLEND_MODE_SATURATION: |
| return kFunctionLum + kFunctionSat; |
| case BLEND_MODE_COLOR: |
| case BLEND_MODE_LUMINOSITY: |
| return kFunctionLum; |
| default: |
| return std::string(); |
| } |
| } |
| |
| std::string FragmentTexBlendMode::GetBlendFunction() const { |
| return "vec4 Blend(vec4 src, vec4 dst) {" |
| " vec4 result;" |
| " result.a = src.a + (1.0 - src.a) * dst.a;" + |
| GetBlendFunctionBodyForRGB() + |
| " return result;" |
| "}"; |
| } |
| |
| std::string FragmentTexBlendMode::GetBlendFunctionBodyForRGB() const { |
| switch (blend_mode_) { |
| case BLEND_MODE_NORMAL: |
| return "result.rgb = src.rgb + dst.rgb * (1.0 - src.a);"; |
| case BLEND_MODE_SCREEN: |
| return "result.rgb = src.rgb + (1.0 - src.rgb) * dst.rgb;"; |
| case BLEND_MODE_LIGHTEN: |
| return "result.rgb = max((1.0 - src.a) * dst.rgb + src.rgb," |
| " (1.0 - dst.a) * src.rgb + dst.rgb);"; |
| case BLEND_MODE_OVERLAY: |
| return "result.rgb = hardLight(dst, src);"; |
| case BLEND_MODE_DARKEN: |
| return "result.rgb = min((1.0 - src.a) * dst.rgb + src.rgb," |
| " (1.0 - dst.a) * src.rgb + dst.rgb);"; |
| case BLEND_MODE_COLOR_DODGE: |
| return "result.r = getColorDodgeComponent(src.r, src.a, dst.r, dst.a);" |
| "result.g = getColorDodgeComponent(src.g, src.a, dst.g, dst.a);" |
| "result.b = getColorDodgeComponent(src.b, src.a, dst.b, dst.a);"; |
| case BLEND_MODE_COLOR_BURN: |
| return "result.r = getColorBurnComponent(src.r, src.a, dst.r, dst.a);" |
| "result.g = getColorBurnComponent(src.g, src.a, dst.g, dst.a);" |
| "result.b = getColorBurnComponent(src.b, src.a, dst.b, dst.a);"; |
| case BLEND_MODE_HARD_LIGHT: |
| return "result.rgb = hardLight(src, dst);"; |
| case BLEND_MODE_SOFT_LIGHT: |
| return "if (0.0 == dst.a) {" |
| " result.rgb = src.rgb;" |
| "} else {" |
| " result.r = getSoftLightComponent(src.r, src.a, dst.r, dst.a);" |
| " result.g = getSoftLightComponent(src.g, src.a, dst.g, dst.a);" |
| " result.b = getSoftLightComponent(src.b, src.a, dst.b, dst.a);" |
| "}"; |
| case BLEND_MODE_DIFFERENCE: |
| return "result.rgb = src.rgb + dst.rgb -" |
| " 2.0 * min(src.rgb * dst.a, dst.rgb * src.a);"; |
| case BLEND_MODE_EXCLUSION: |
| return "result.rgb = dst.rgb + src.rgb - 2.0 * dst.rgb * src.rgb;"; |
| case BLEND_MODE_MULTIPLY: |
| return "result.rgb = (1.0 - src.a) * dst.rgb +" |
| " (1.0 - dst.a) * src.rgb + src.rgb * dst.rgb;"; |
| case BLEND_MODE_HUE: |
| return "vec4 dstSrcAlpha = dst * src.a;" |
| "result.rgb =" |
| " set_luminance(set_saturation(src.rgb * dst.a," |
| " dstSrcAlpha.rgb)," |
| " dstSrcAlpha.a," |
| " dstSrcAlpha.rgb);" |
| "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;"; |
| case BLEND_MODE_SATURATION: |
| return "vec4 dstSrcAlpha = dst * src.a;" |
| "result.rgb = set_luminance(set_saturation(dstSrcAlpha.rgb," |
| " src.rgb * dst.a)," |
| " dstSrcAlpha.a," |
| " dstSrcAlpha.rgb);" |
| "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;"; |
| case BLEND_MODE_COLOR: |
| return "vec4 srcDstAlpha = src * dst.a;" |
| "result.rgb = set_luminance(srcDstAlpha.rgb," |
| " srcDstAlpha.a," |
| " dst.rgb * src.a);" |
| "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;"; |
| case BLEND_MODE_LUMINOSITY: |
| return "vec4 srcDstAlpha = src * dst.a;" |
| "result.rgb = set_luminance(dst.rgb * src.a," |
| " srcDstAlpha.a," |
| " srcDstAlpha.rgb);" |
| "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;"; |
| case BLEND_MODE_NONE: |
| NOTREACHED(); |
| } |
| return "result = vec4(1.0, 0.0, 0.0, 1.0);"; |
| } |
| |
| FragmentTexAlphaBinding::FragmentTexAlphaBinding() |
| : sampler_location_(-1), alpha_location_(-1) { |
| } |
| |
| void FragmentTexAlphaBinding::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "s_texture", "alpha", BLEND_MODE_UNIFORMS, |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, |
| uniforms, |
| locations, |
| base_uniform_index); |
| sampler_location_ = locations[0]; |
| alpha_location_ = locations[1]; |
| BLEND_MODE_SET_LOCATIONS(locations, 2); |
| } |
| |
| FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding() |
| : sampler_location_(-1), |
| alpha_location_(-1), |
| color_matrix_location_(-1), |
| color_offset_location_(-1) { |
| } |
| |
| void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "s_texture", "alpha", "colorMatrix", "colorOffset", BLEND_MODE_UNIFORMS, |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, |
| uniforms, |
| locations, |
| base_uniform_index); |
| sampler_location_ = locations[0]; |
| alpha_location_ = locations[1]; |
| color_matrix_location_ = locations[2]; |
| color_offset_location_ = locations[3]; |
| BLEND_MODE_SET_LOCATIONS(locations, 4); |
| } |
| |
| FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() : sampler_location_(-1) { |
| } |
| |
| void FragmentTexOpaqueBinding::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "s_texture", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| sampler_location_ = locations[0]; |
| } |
| |
| std::string FragmentShaderRGBATexAlpha::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexAlpha::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform SamplerType s_texture; |
| uniform float alpha; |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexAlpha::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| gl_FragColor = ApplyBlendMode(texColor * alpha, 0.0); |
| } |
| }); |
| } |
| |
| void FragmentShaderRGBATexAlpha::FillLocations( |
| ShaderLocations* locations) const { |
| locations->sampler = sampler_location(); |
| locations->alpha = alpha_location(); |
| locations->backdrop = backdrop_location(); |
| locations->backdrop_rect = backdrop_rect_location(); |
| } |
| |
| std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform SamplerType s_texture; |
| uniform float alpha; |
| uniform mat4 colorMatrix; |
| uniform vec4 colorOffset; |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| float nonZeroAlpha = max(texColor.a, 0.00001); |
| texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
| texColor = colorMatrix * texColor + colorOffset; |
| texColor.rgb *= texColor.a; |
| texColor = clamp(texColor, 0.0, 1.0); |
| gl_FragColor = ApplyBlendMode(texColor * alpha, 0.0); |
| } |
| }); |
| } |
| |
| void FragmentShaderRGBATexColorMatrixAlpha::FillLocations( |
| ShaderLocations* locations) const { |
| locations->sampler = sampler_location(); |
| locations->alpha = alpha_location(); |
| locations->color_matrix = color_matrix_location(); |
| locations->color_offset = color_offset_location(); |
| locations->backdrop = backdrop_location(); |
| locations->backdrop_rect = backdrop_rect_location(); |
| } |
| |
| std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexVaryingAlpha::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying float v_alpha; |
| uniform SamplerType s_texture; |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexVaryingAlpha::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| gl_FragColor = texColor * v_alpha; |
| } |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying float v_alpha; |
| uniform SamplerType s_texture; |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| texColor.rgb *= texColor.a; |
| gl_FragColor = texColor * v_alpha; |
| } |
| }); |
| } |
| |
| FragmentTexBackgroundBinding::FragmentTexBackgroundBinding() |
| : background_color_location_(-1), sampler_location_(-1) { |
| } |
| |
| void FragmentTexBackgroundBinding::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "s_texture", "background_color", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| |
| sampler_location_ = locations[0]; |
| DCHECK_NE(sampler_location_, -1); |
| |
| background_color_location_ = locations[1]; |
| DCHECK_NE(background_color_location_, -1); |
| } |
| |
| std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying float v_alpha; |
| uniform vec4 background_color; |
| uniform SamplerType s_texture; |
| }); |
| } |
| |
| std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| texColor += background_color * (1.0 - texColor.a); |
| gl_FragColor = texColor * v_alpha; |
| } |
| }); |
| } |
| |
| std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying float v_alpha; |
| uniform vec4 background_color; |
| uniform SamplerType s_texture; |
| }); |
| } |
| |
| std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| texColor.rgb *= texColor.a; |
| texColor += background_color * (1.0 - texColor.a); |
| gl_FragColor = texColor * v_alpha; |
| } |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexOpaque::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexOpaque::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform SamplerType s_texture; |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexOpaque::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| gl_FragColor = vec4(texColor.rgb, 1.0); |
| } |
| }); |
| } |
| |
| std::string FragmentShaderRGBATex::GetShaderString(TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATex::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform SamplerType s_texture; |
| }); |
| } |
| |
| std::string FragmentShaderRGBATex::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { gl_FragColor = TextureLookup(s_texture, v_texCoord); } |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform SamplerType s_texture; |
| uniform float alpha; |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| gl_FragColor = |
| vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; |
| } |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform SamplerType s_texture; |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
| } |
| }); |
| } |
| |
| FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() |
| : sampler_location_(-1), alpha_location_(-1) { |
| } |
| |
| void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "s_texture", "alpha", BLEND_MODE_UNIFORMS, |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, |
| uniforms, |
| locations, |
| base_uniform_index); |
| sampler_location_ = locations[0]; |
| alpha_location_ = locations[1]; |
| BLEND_MODE_SET_LOCATIONS(locations, 2); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaAA::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaAA::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| uniform SamplerType s_texture; |
| uniform float alpha; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaAA::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| vec2 d2 = min(d4.xz, d4.yw); |
| float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| gl_FragColor = ApplyBlendMode(texColor * alpha * aa, 0.0); |
| } |
| }); |
| } |
| |
| void FragmentShaderRGBATexAlphaAA::FillLocations( |
| ShaderLocations* locations) const { |
| locations->sampler = sampler_location(); |
| locations->alpha = alpha_location(); |
| locations->backdrop = backdrop_location(); |
| locations->backdrop_rect = backdrop_rect_location(); |
| } |
| |
| FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() |
| : sampler_location_(-1), |
| alpha_location_(-1), |
| fragment_tex_transform_location_(-1) { |
| } |
| |
| void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "s_texture", "alpha", "fragmentTexTransform", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| sampler_location_ = locations[0]; |
| alpha_location_ = locations[1]; |
| fragment_tex_transform_location_ = locations[2]; |
| } |
| |
| std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexClampAlphaAA::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| uniform SamplerType s_texture; |
| uniform float alpha; |
| uniform TexCoordPrecision vec4 fragmentTexTransform; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexClampAlphaAA::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| TexCoordPrecision vec2 texCoord = |
| clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
| fragmentTexTransform.xy; |
| vec4 texColor = TextureLookup(s_texture, texCoord); |
| vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| vec2 d2 = min(d4.xz, d4.yw); |
| float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| gl_FragColor = texColor * alpha * aa; |
| } |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| uniform SamplerType s_texture; |
| uniform float alpha; |
| uniform TexCoordPrecision vec4 fragmentTexTransform; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| TexCoordPrecision vec2 texCoord = |
| clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
| fragmentTexTransform.xy; |
| vec4 texColor = TextureLookup(s_texture, texCoord); |
| vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| vec2 d2 = min(d4.xz, d4.yw); |
| float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| gl_FragColor = |
| vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * aa; |
| } |
| }); |
| } |
| |
| FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() |
| : sampler_location_(-1), |
| mask_sampler_location_(-1), |
| alpha_location_(-1), |
| mask_tex_coord_scale_location_(-1) { |
| } |
| |
| void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "s_texture", |
| "s_mask", |
| "alpha", |
| "maskTexCoordScale", |
| "maskTexCoordOffset", |
| BLEND_MODE_UNIFORMS, |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, |
| uniforms, |
| locations, |
| base_uniform_index); |
| sampler_location_ = locations[0]; |
| mask_sampler_location_ = locations[1]; |
| alpha_location_ = locations[2]; |
| mask_tex_coord_scale_location_ = locations[3]; |
| mask_tex_coord_offset_location_ = locations[4]; |
| BLEND_MODE_SET_LOCATIONS(locations, 5); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMask::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMask::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform SamplerType s_mask; |
| uniform TexCoordPrecision vec2 maskTexCoordScale; |
| uniform TexCoordPrecision vec2 maskTexCoordOffset; |
| uniform float alpha; |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMask::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| TexCoordPrecision vec2 maskTexCoord = |
| vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
| maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
| vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
| gl_FragColor = ApplyBlendMode( |
| texColor * alpha * maskColor.w, maskColor.w); |
| } |
| }); |
| } |
| |
| void FragmentShaderRGBATexAlphaMask::FillLocations( |
| ShaderLocations* locations) const { |
| locations->sampler = sampler_location(); |
| locations->mask_sampler = mask_sampler_location(); |
| locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); |
| locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); |
| locations->alpha = alpha_location(); |
| locations->backdrop = backdrop_location(); |
| locations->backdrop_rect = backdrop_rect_location(); |
| if (mask_for_background()) |
| locations->original_backdrop = original_backdrop_location(); |
| } |
| |
| FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
| : sampler_location_(-1), |
| mask_sampler_location_(-1), |
| alpha_location_(-1), |
| mask_tex_coord_scale_location_(-1), |
| mask_tex_coord_offset_location_(-1) { |
| } |
| |
| void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "s_texture", |
| "s_mask", |
| "alpha", |
| "maskTexCoordScale", |
| "maskTexCoordOffset", |
| BLEND_MODE_UNIFORMS, |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, |
| uniforms, |
| locations, |
| base_uniform_index); |
| sampler_location_ = locations[0]; |
| mask_sampler_location_ = locations[1]; |
| alpha_location_ = locations[2]; |
| mask_tex_coord_scale_location_ = locations[3]; |
| mask_tex_coord_offset_location_ = locations[4]; |
| BLEND_MODE_SET_LOCATIONS(locations, 5); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| uniform sampler2D s_texture; |
| uniform SamplerType s_mask; |
| uniform TexCoordPrecision vec2 maskTexCoordScale; |
| uniform TexCoordPrecision vec2 maskTexCoordOffset; |
| uniform float alpha; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| TexCoordPrecision vec2 maskTexCoord = |
| vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
| maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
| vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
| vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| vec2 d2 = min(d4.xz, d4.yw); |
| float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| gl_FragColor = ApplyBlendMode( |
| texColor * alpha * maskColor.w * aa, maskColor.w); |
| } |
| }); |
| } |
| |
| void FragmentShaderRGBATexAlphaMaskAA::FillLocations( |
| ShaderLocations* locations) const { |
| locations->sampler = sampler_location(); |
| locations->mask_sampler = mask_sampler_location(); |
| locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); |
| locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); |
| locations->alpha = alpha_location(); |
| locations->backdrop = backdrop_location(); |
| locations->backdrop_rect = backdrop_rect_location(); |
| if (mask_for_background()) |
| locations->original_backdrop = original_backdrop_location(); |
| } |
| |
| FragmentShaderRGBATexAlphaMaskColorMatrixAA:: |
| FragmentShaderRGBATexAlphaMaskColorMatrixAA() |
| : sampler_location_(-1), |
| mask_sampler_location_(-1), |
| alpha_location_(-1), |
| mask_tex_coord_scale_location_(-1), |
| color_matrix_location_(-1), |
| color_offset_location_(-1) { |
| } |
| |
| void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init( |
| GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "s_texture", |
| "s_mask", |
| "alpha", |
| "maskTexCoordScale", |
| "maskTexCoordOffset", |
| "colorMatrix", |
| "colorOffset", |
| BLEND_MODE_UNIFORMS, |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, |
| uniforms, |
| locations, |
| base_uniform_index); |
| sampler_location_ = locations[0]; |
| mask_sampler_location_ = locations[1]; |
| alpha_location_ = locations[2]; |
| mask_tex_coord_scale_location_ = locations[3]; |
| mask_tex_coord_offset_location_ = locations[4]; |
| color_matrix_location_ = locations[5]; |
| color_offset_location_ = locations[6]; |
| BLEND_MODE_SET_LOCATIONS(locations, 7); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| uniform sampler2D s_texture; |
| uniform SamplerType s_mask; |
| uniform vec2 maskTexCoordScale; |
| uniform vec2 maskTexCoordOffset; |
| uniform mat4 colorMatrix; |
| uniform vec4 colorOffset; |
| uniform float alpha; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| float nonZeroAlpha = max(texColor.a, 0.00001); |
| texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
| texColor = colorMatrix * texColor + colorOffset; |
| texColor.rgb *= texColor.a; |
| texColor = clamp(texColor, 0.0, 1.0); |
| TexCoordPrecision vec2 maskTexCoord = |
| vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
| maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
| vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
| vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| vec2 d2 = min(d4.xz, d4.yw); |
| float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| gl_FragColor = ApplyBlendMode( |
| texColor * alpha * maskColor.w * aa, maskColor.w); |
| } |
| }); |
| } |
| |
| void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations( |
| ShaderLocations* locations) const { |
| locations->sampler = sampler_location(); |
| locations->alpha = alpha_location(); |
| locations->mask_sampler = mask_sampler_location(); |
| locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); |
| locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); |
| locations->color_matrix = color_matrix_location(); |
| locations->color_offset = color_offset_location(); |
| locations->backdrop = backdrop_location(); |
| locations->backdrop_rect = backdrop_rect_location(); |
| if (mask_for_background()) |
| locations->original_backdrop = original_backdrop_location(); |
| } |
| |
| FragmentShaderRGBATexAlphaColorMatrixAA:: |
| FragmentShaderRGBATexAlphaColorMatrixAA() |
| : sampler_location_(-1), |
| alpha_location_(-1), |
| color_matrix_location_(-1), |
| color_offset_location_(-1) { |
| } |
| |
| void FragmentShaderRGBATexAlphaColorMatrixAA::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "s_texture", "alpha", "colorMatrix", "colorOffset", BLEND_MODE_UNIFORMS, |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, |
| uniforms, |
| locations, |
| base_uniform_index); |
| sampler_location_ = locations[0]; |
| alpha_location_ = locations[1]; |
| color_matrix_location_ = locations[2]; |
| color_offset_location_ = locations[3]; |
| BLEND_MODE_SET_LOCATIONS(locations, 4); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| uniform SamplerType s_texture; |
| uniform float alpha; |
| uniform mat4 colorMatrix; |
| uniform vec4 colorOffset; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| float nonZeroAlpha = max(texColor.a, 0.00001); |
| texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
| texColor = colorMatrix * texColor + colorOffset; |
| texColor.rgb *= texColor.a; |
| texColor = clamp(texColor, 0.0, 1.0); |
| vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| vec2 d2 = min(d4.xz, d4.yw); |
| float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| gl_FragColor = ApplyBlendMode(texColor * alpha * aa, 0.0); |
| } |
| }); |
| } |
| |
| void FragmentShaderRGBATexAlphaColorMatrixAA::FillLocations( |
| ShaderLocations* locations) const { |
| locations->sampler = sampler_location(); |
| locations->alpha = alpha_location(); |
| locations->color_matrix = color_matrix_location(); |
| locations->color_offset = color_offset_location(); |
| locations->backdrop = backdrop_location(); |
| locations->backdrop_rect = backdrop_rect_location(); |
| } |
| |
| FragmentShaderRGBATexAlphaMaskColorMatrix:: |
| FragmentShaderRGBATexAlphaMaskColorMatrix() |
| : sampler_location_(-1), |
| mask_sampler_location_(-1), |
| alpha_location_(-1), |
| mask_tex_coord_scale_location_(-1) { |
| } |
| |
| void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "s_texture", |
| "s_mask", |
| "alpha", |
| "maskTexCoordScale", |
| "maskTexCoordOffset", |
| "colorMatrix", |
| "colorOffset", |
| BLEND_MODE_UNIFORMS, |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, |
| uniforms, |
| locations, |
| base_uniform_index); |
| sampler_location_ = locations[0]; |
| mask_sampler_location_ = locations[1]; |
| alpha_location_ = locations[2]; |
| mask_tex_coord_scale_location_ = locations[3]; |
| mask_tex_coord_offset_location_ = locations[4]; |
| color_matrix_location_ = locations[5]; |
| color_offset_location_ = locations[6]; |
| BLEND_MODE_SET_LOCATIONS(locations, 7); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
| TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform SamplerType s_mask; |
| uniform vec2 maskTexCoordScale; |
| uniform vec2 maskTexCoordOffset; |
| uniform mat4 colorMatrix; |
| uniform vec4 colorOffset; |
| uniform float alpha; |
| }); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| float nonZeroAlpha = max(texColor.a, 0.00001); |
| texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
| texColor = colorMatrix * texColor + colorOffset; |
| texColor.rgb *= texColor.a; |
| texColor = clamp(texColor, 0.0, 1.0); |
| TexCoordPrecision vec2 maskTexCoord = |
| vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
| maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
| vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
| gl_FragColor = ApplyBlendMode( |
| texColor * alpha * maskColor.w, maskColor.w); |
| } |
| }); |
| } |
| |
| void FragmentShaderRGBATexAlphaMaskColorMatrix::FillLocations( |
| ShaderLocations* locations) const { |
| locations->sampler = sampler_location(); |
| locations->mask_sampler = mask_sampler_location(); |
| locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); |
| locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); |
| locations->alpha = alpha_location(); |
| locations->color_matrix = color_matrix_location(); |
| locations->color_offset = color_offset_location(); |
| locations->backdrop = backdrop_location(); |
| locations->backdrop_rect = backdrop_rect_location(); |
| if (mask_for_background()) |
| locations->original_backdrop = original_backdrop_location(); |
| } |
| |
| FragmentShaderYUVVideo::FragmentShaderYUVVideo() |
| : y_texture_location_(-1), |
| u_texture_location_(-1), |
| v_texture_location_(-1), |
| uv_texture_location_(-1), |
| a_texture_location_(-1), |
| lut_texture_location_(-1), |
| alpha_location_(-1), |
| yuv_matrix_location_(-1), |
| yuv_adj_location_(-1), |
| ya_clamp_rect_location_(-1), |
| uv_clamp_rect_location_(-1), |
| resource_multiplier_location_(-1), |
| resource_offset_location_(-1) {} |
| |
| void FragmentShaderYUVVideo::SetFeatures(bool use_alpha_texture, |
| bool use_nv12, |
| bool use_color_lut) { |
| use_alpha_texture_ = use_alpha_texture; |
| use_nv12_ = use_nv12; |
| use_color_lut_ = use_color_lut; |
| } |
| |
| void FragmentShaderYUVVideo::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "y_texture", |
| "u_texture", |
| "v_texture", |
| "uv_texture", |
| "a_texture", |
| "lut_texture", |
| "resource_multiplier", |
| "resource_offset", |
| "yuv_matrix", |
| "yuv_adj", |
| "alpha", |
| "ya_clamp_rect", |
| "uv_clamp_rect", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| y_texture_location_ = locations[0]; |
| if (!use_nv12_) { |
| u_texture_location_ = locations[1]; |
| v_texture_location_ = locations[2]; |
| } else { |
| uv_texture_location_ = locations[3]; |
| } |
| if (use_alpha_texture_) { |
| a_texture_location_ = locations[4]; |
| } |
| if (use_color_lut_) { |
| lut_texture_location_ = locations[5]; |
| resource_multiplier_location_ = locations[6]; |
| resource_offset_location_ = locations[7]; |
| } else { |
| yuv_matrix_location_ = locations[8]; |
| yuv_adj_location_ = locations[9]; |
| } |
| alpha_location_ = locations[10]; |
| ya_clamp_rect_location_ = locations[11]; |
| uv_clamp_rect_location_ = locations[12]; |
| } |
| |
| std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, |
| SamplerType sampler) const { |
| std::string head = SHADER0([]() { |
| precision mediump float; |
| precision mediump int; |
| varying TexCoordPrecision vec2 v_yaTexCoord; |
| varying TexCoordPrecision vec2 v_uvTexCoord; |
| uniform SamplerType y_texture; |
| uniform float alpha; |
| uniform vec4 ya_clamp_rect; |
| uniform vec4 uv_clamp_rect; |
| }); |
| |
| std::string functions = ""; |
| if (use_nv12_) { |
| head += " uniform SamplerType uv_texture;\n"; |
| functions += SHADER0([]() { |
| vec2 GetUV(vec2 uv_clamped) { |
| return TextureLookup(uv_texture, uv_clamped).xy; |
| } |
| }); |
| } else { |
| head += " uniform SamplerType u_texture;\n"; |
| head += " uniform SamplerType v_texture;\n"; |
| functions += SHADER0([]() { |
| vec2 GetUV(vec2 uv_clamped) { |
| return vec2(TextureLookup(u_texture, uv_clamped).x, |
| TextureLookup(v_texture, uv_clamped).x); |
| } |
| }); |
| } |
| |
| if (use_alpha_texture_) { |
| head += " uniform SamplerType a_texture;\n"; |
| functions += SHADER0([]() { |
| float GetAlpha(vec2 ya_clamped) { |
| return alpha * TextureLookup(a_texture, ya_clamped).x; |
| } |
| }); |
| } else { |
| functions += SHADER0([]() { |
| float GetAlpha(vec2 ya_clamped) { return alpha; } |
| }); |
| } |
| |
| if (use_color_lut_) { |
| head += " uniform sampler2D lut_texture;\n"; |
| head += " uniform float resource_multiplier;\n"; |
| head += " uniform float resource_offset;\n"; |
| functions += SHADER0([]() { |
| vec4 LUT(sampler2D sampler, vec3 pos, float size) { |
| pos *= size - 1.0; |
| // Select layer |
| float layer = min(floor(pos.z), size - 2.0); |
| // Compress the xy coordinates so they stay within |
| // [0.5 .. 31.5] / 17 (assuming a LUT size of 17^3) |
| pos.xy = (pos.xy + vec2(0.5)) / size; |
| pos.y = (pos.y + layer) / size; |
| return mix(texture2D(sampler, pos.xy), |
| texture2D(sampler, pos.xy + vec2(0, 1.0 / size)), |
| pos.z - layer); |
| } |
| |
| vec3 yuv2rgb(vec3 yuv) { |
| yuv = (yuv - vec3(resource_offset)) * resource_multiplier; |
| return LUT(lut_texture, yuv, 17.0).xyz; |
| } |
| }); |
| } else { |
| head += " uniform mat3 yuv_matrix;\n"; |
| head += " uniform vec3 yuv_adj;\n"; |
| functions += SHADER0([]() { |
| vec3 yuv2rgb(vec3 yuv) { return yuv_matrix * (yuv + yuv_adj); } |
| }); |
| } |
| |
| functions += SHADER0([]() { |
| void main() { |
| vec2 ya_clamped = |
| max(ya_clamp_rect.xy, min(ya_clamp_rect.zw, v_yaTexCoord)); |
| float y_raw = TextureLookup(y_texture, ya_clamped).x; |
| vec2 uv_clamped = |
| max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_uvTexCoord)); |
| vec3 yuv = vec3(y_raw, GetUV(uv_clamped)); |
| gl_FragColor = vec4(yuv2rgb(yuv), 1.0) * GetAlpha(ya_clamped); |
| } |
| }); |
| |
| return FRAGMENT_SHADER(head, functions); |
| } |
| |
| FragmentShaderColor::FragmentShaderColor() : color_location_(-1) { |
| } |
| |
| void FragmentShaderColor::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "color", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| color_location_ = locations[0]; |
| } |
| |
| std::string FragmentShaderColor::GetShaderString(TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderColor::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| uniform vec4 color; |
| }); |
| } |
| |
| std::string FragmentShaderColor::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { gl_FragColor = color; } |
| }); |
| } |
| |
| FragmentShaderColorAA::FragmentShaderColorAA() : color_location_(-1) { |
| } |
| |
| void FragmentShaderColorAA::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| "color", |
| }; |
| int locations[arraysize(uniforms)]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| arraysize(uniforms), |
| uniforms, |
| locations, |
| base_uniform_index); |
| color_location_ = locations[0]; |
| } |
| |
| std::string FragmentShaderColorAA::GetShaderString(TexCoordPrecision precision, |
| SamplerType sampler) const { |
| return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
| } |
| |
| std::string FragmentShaderColorAA::GetShaderHead() { |
| return SHADER0([]() { |
| precision mediump float; |
| uniform vec4 color; |
| varying vec4 edge_dist[2]; // 8 edge distances. |
| }); |
| } |
| |
| std::string FragmentShaderColorAA::GetShaderBody() { |
| return SHADER0([]() { |
| void main() { |
| vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| vec2 d2 = min(d4.xz, d4.yw); |
| float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| gl_FragColor = color * aa; |
| } |
| }); |
| } |
| |
| } // namespace cc |