GPU workaround to simulate Out of Memory errors with large textures
[chromium-blink-merge.git] / cc / output / shader.cc
blobd3d5148745c4b82cf5a0aca772674d202e4a47f0
1 // Copyright 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/output/shader.h"
7 #include <algorithm>
9 #include "base/basictypes.h"
10 #include "base/logging.h"
11 #include "gpu/command_buffer/client/gles2_interface.h"
12 #include "ui/gfx/geometry/point.h"
13 #include "ui/gfx/geometry/size.h"
15 template <size_t size>
16 std::string StripLambda(const char(&shader)[size]) {
17 // Must contain at least "[]() {}" and trailing null (included in size).
18 static_assert(size >= 8,
19 "String passed to StripLambda must be at least 8 characters");
20 DCHECK_EQ(strncmp("[]() {", shader, 6), 0);
21 DCHECK_EQ(shader[size - 2], '}');
22 return std::string(shader + 6, shader + size - 2);
25 // Shaders are passed in with lambda syntax, which tricks clang-format into
26 // handling them correctly. StipLambda removes this.
27 #define SHADER0(Src) StripLambda(#Src)
28 #define VERTEX_SHADER(Head, Body) SetVertexTexCoordPrecision(Head + Body)
29 #define FRAGMENT_SHADER(Head, Body) \
30 SetFragmentTexCoordPrecision( \
31 precision, \
32 SetFragmentSamplerType(sampler, SetBlendModeFunctions(Head + Body)))
34 using gpu::gles2::GLES2Interface;
36 namespace cc {
38 namespace {
40 static void GetProgramUniformLocations(GLES2Interface* context,
41 unsigned program,
42 size_t count,
43 const char** uniforms,
44 int* locations,
45 int* base_uniform_index) {
46 for (size_t i = 0; i < count; i++) {
47 locations[i] = (*base_uniform_index)++;
48 context->BindUniformLocationCHROMIUM(program, locations[i], uniforms[i]);
52 static std::string SetFragmentTexCoordPrecision(
53 TexCoordPrecision requested_precision,
54 std::string shader_string) {
55 switch (requested_precision) {
56 case TEX_COORD_PRECISION_HIGH:
57 DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos);
58 return "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
59 " #define TexCoordPrecision highp\n"
60 "#else\n"
61 " #define TexCoordPrecision mediump\n"
62 "#endif\n" +
63 shader_string;
64 case TEX_COORD_PRECISION_MEDIUM:
65 DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos);
66 return "#define TexCoordPrecision mediump\n" + shader_string;
67 case TEX_COORD_PRECISION_NA:
68 DCHECK_EQ(shader_string.find("TexCoordPrecision"), std::string::npos);
69 DCHECK_EQ(shader_string.find("texture2D"), std::string::npos);
70 DCHECK_EQ(shader_string.find("texture2DRect"), std::string::npos);
71 return shader_string;
72 default:
73 NOTREACHED();
74 break;
76 return shader_string;
79 static std::string SetVertexTexCoordPrecision(
80 const std::string& shader_string) {
81 // We unconditionally use highp in the vertex shader since
82 // we are unlikely to be vertex shader bound when drawing large quads.
83 // Also, some vertex shaders mutate the texture coordinate in such a
84 // way that the effective precision might be lower than expected.
85 return "#define TexCoordPrecision highp\n" + shader_string;
88 TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
89 int* highp_threshold_cache,
90 int highp_threshold_min,
91 int x,
92 int y) {
93 if (*highp_threshold_cache == 0) {
94 // Initialize range and precision with minimum spec values for when
95 // GetShaderPrecisionFormat is a test stub.
96 // TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat
97 // everywhere.
98 GLint range[2] = {14, 14};
99 GLint precision = 10;
100 context->GetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT,
101 range, &precision);
102 *highp_threshold_cache = 1 << precision;
105 int highp_threshold = std::max(*highp_threshold_cache, highp_threshold_min);
106 if (x > highp_threshold || y > highp_threshold)
107 return TEX_COORD_PRECISION_HIGH;
108 return TEX_COORD_PRECISION_MEDIUM;
111 static std::string SetFragmentSamplerType(SamplerType requested_type,
112 std::string shader_string) {
113 switch (requested_type) {
114 case SAMPLER_TYPE_2D:
115 DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
116 DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
117 return "#define SamplerType sampler2D\n"
118 "#define TextureLookup texture2D\n" +
119 shader_string;
120 case SAMPLER_TYPE_2D_RECT:
121 DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
122 DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
123 return "#extension GL_ARB_texture_rectangle : require\n"
124 "#define SamplerType sampler2DRect\n"
125 "#define TextureLookup texture2DRect\n" +
126 shader_string;
127 case SAMPLER_TYPE_EXTERNAL_OES:
128 DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
129 DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
130 return "#extension GL_OES_EGL_image_external : require\n"
131 "#define SamplerType samplerExternalOES\n"
132 "#define TextureLookup texture2D\n" +
133 shader_string;
134 case SAMPLER_TYPE_NA:
135 DCHECK_EQ(shader_string.find("SamplerType"), std::string::npos);
136 DCHECK_EQ(shader_string.find("TextureLookup"), std::string::npos);
137 return shader_string;
138 default:
139 NOTREACHED();
140 break;
142 return shader_string;
145 } // namespace
147 ShaderLocations::ShaderLocations() {
150 TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
151 int* highp_threshold_cache,
152 int highp_threshold_min,
153 const gfx::Point& max_coordinate) {
154 return TexCoordPrecisionRequired(context,
155 highp_threshold_cache,
156 highp_threshold_min,
157 max_coordinate.x(),
158 max_coordinate.y());
161 TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
162 int* highp_threshold_cache,
163 int highp_threshold_min,
164 const gfx::Size& max_size) {
165 return TexCoordPrecisionRequired(context,
166 highp_threshold_cache,
167 highp_threshold_min,
168 max_size.width(),
169 max_size.height());
172 VertexShaderPosTex::VertexShaderPosTex() : matrix_location_(-1) {
175 void VertexShaderPosTex::Init(GLES2Interface* context,
176 unsigned program,
177 int* base_uniform_index) {
178 static const char* uniforms[] = {
179 "matrix",
181 int locations[arraysize(uniforms)];
183 GetProgramUniformLocations(context,
184 program,
185 arraysize(uniforms),
186 uniforms,
187 locations,
188 base_uniform_index);
189 matrix_location_ = locations[0];
192 std::string VertexShaderPosTex::GetShaderString() const {
193 return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
196 std::string VertexShaderPosTex::GetShaderHead() {
197 return SHADER0([]() {
198 attribute vec4 a_position;
199 attribute TexCoordPrecision vec2 a_texCoord;
200 uniform mat4 matrix;
201 varying TexCoordPrecision vec2 v_texCoord;
205 std::string VertexShaderPosTex::GetShaderBody() {
206 return SHADER0([]() {
207 void main() {
208 gl_Position = matrix * a_position;
209 v_texCoord = a_texCoord;
214 VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset()
215 : matrix_location_(-1), tex_scale_location_(-1), tex_offset_location_(-1) {
218 void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context,
219 unsigned program,
220 int* base_uniform_index) {
221 static const char* uniforms[] = {
222 "matrix", "texScale", "texOffset",
224 int locations[arraysize(uniforms)];
226 GetProgramUniformLocations(context,
227 program,
228 arraysize(uniforms),
229 uniforms,
230 locations,
231 base_uniform_index);
232 matrix_location_ = locations[0];
233 tex_scale_location_ = locations[1];
234 tex_offset_location_ = locations[2];
237 std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const {
238 return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
241 std::string VertexShaderPosTexYUVStretchOffset::GetShaderHead() {
242 return SHADER0([]() {
243 precision mediump float;
244 attribute vec4 a_position;
245 attribute TexCoordPrecision vec2 a_texCoord;
246 uniform mat4 matrix;
247 varying TexCoordPrecision vec2 v_texCoord;
248 uniform TexCoordPrecision vec2 texScale;
249 uniform TexCoordPrecision vec2 texOffset;
253 std::string VertexShaderPosTexYUVStretchOffset::GetShaderBody() {
254 return SHADER0([]() {
255 void main() {
256 gl_Position = matrix * a_position;
257 v_texCoord = a_texCoord * texScale + texOffset;
262 VertexShaderPos::VertexShaderPos() : matrix_location_(-1) {
265 void VertexShaderPos::Init(GLES2Interface* context,
266 unsigned program,
267 int* base_uniform_index) {
268 static const char* uniforms[] = {
269 "matrix",
271 int locations[arraysize(uniforms)];
273 GetProgramUniformLocations(context,
274 program,
275 arraysize(uniforms),
276 uniforms,
277 locations,
278 base_uniform_index);
279 matrix_location_ = locations[0];
282 std::string VertexShaderPos::GetShaderString() const {
283 return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
286 std::string VertexShaderPos::GetShaderHead() {
287 return SHADER0([]() {
288 attribute vec4 a_position;
289 uniform mat4 matrix;
293 std::string VertexShaderPos::GetShaderBody() {
294 return SHADER0([]() {
295 void main() { gl_Position = matrix * a_position; }
299 VertexShaderPosTexTransform::VertexShaderPosTexTransform()
300 : matrix_location_(-1),
301 tex_transform_location_(-1),
302 vertex_opacity_location_(-1) {
305 void VertexShaderPosTexTransform::Init(GLES2Interface* context,
306 unsigned program,
307 int* base_uniform_index) {
308 static const char* uniforms[] = {
309 "matrix", "texTransform", "opacity",
311 int locations[arraysize(uniforms)];
313 GetProgramUniformLocations(context,
314 program,
315 arraysize(uniforms),
316 uniforms,
317 locations,
318 base_uniform_index);
319 matrix_location_ = locations[0];
320 tex_transform_location_ = locations[1];
321 vertex_opacity_location_ = locations[2];
324 std::string VertexShaderPosTexTransform::GetShaderString() const {
325 return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
328 std::string VertexShaderPosTexTransform::GetShaderHead() {
329 return SHADER0([]() {
330 attribute vec4 a_position;
331 attribute TexCoordPrecision vec2 a_texCoord;
332 attribute float a_index;
333 uniform mat4 matrix[8];
334 uniform TexCoordPrecision vec4 texTransform[8];
335 uniform float opacity[32];
336 varying TexCoordPrecision vec2 v_texCoord;
337 varying float v_alpha;
341 std::string VertexShaderPosTexTransform::GetShaderBody() {
342 return SHADER0([]() {
343 void main() {
344 int quad_index = int(a_index * 0.25); // NOLINT
345 gl_Position = matrix[quad_index] * a_position;
346 TexCoordPrecision vec4 texTrans = texTransform[quad_index];
347 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
348 v_alpha = opacity[int(a_index)]; // NOLINT
353 void VertexShaderPosTexTransform::FillLocations(
354 ShaderLocations* locations) const {
355 locations->matrix = matrix_location();
356 locations->tex_transform = tex_transform_location();
359 std::string VertexShaderPosTexIdentity::GetShaderString() const {
360 return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
363 std::string VertexShaderPosTexIdentity::GetShaderHead() {
364 return SHADER0([]() {
365 attribute vec4 a_position;
366 varying TexCoordPrecision vec2 v_texCoord;
370 std::string VertexShaderPosTexIdentity::GetShaderBody() {
371 return SHADER0([]() {
372 void main() {
373 gl_Position = a_position;
374 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5;
379 VertexShaderQuad::VertexShaderQuad()
380 : matrix_location_(-1), quad_location_(-1) {
383 void VertexShaderQuad::Init(GLES2Interface* context,
384 unsigned program,
385 int* base_uniform_index) {
386 static const char* uniforms[] = {
387 "matrix", "quad",
389 int locations[arraysize(uniforms)];
391 GetProgramUniformLocations(context,
392 program,
393 arraysize(uniforms),
394 uniforms,
395 locations,
396 base_uniform_index);
397 matrix_location_ = locations[0];
398 quad_location_ = locations[1];
401 std::string VertexShaderQuad::GetShaderString() const {
402 return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
405 std::string VertexShaderQuad::GetShaderHead() {
406 #if defined(OS_ANDROID)
407 // TODO(epenner): Find the cause of this 'quad' uniform
408 // being missing if we don't add dummy variables.
409 // http://crbug.com/240602
410 return SHADER0([]() {
411 attribute TexCoordPrecision vec4 a_position;
412 attribute float a_index;
413 uniform mat4 matrix;
414 uniform TexCoordPrecision vec2 quad[4];
415 uniform TexCoordPrecision vec2 dummy_uniform;
416 varying TexCoordPrecision vec2 dummy_varying;
418 #else
419 return SHADER0([]() {
420 attribute TexCoordPrecision vec4 a_position;
421 attribute float a_index;
422 uniform mat4 matrix;
423 uniform TexCoordPrecision vec2 quad[4];
425 #endif
428 std::string VertexShaderQuad::GetShaderBody() {
429 #if defined(OS_ANDROID)
430 return SHADER0([]() {
431 void main() {
432 vec2 pos = quad[int(a_index)]; // NOLINT
433 gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
434 dummy_varying = dummy_uniform;
437 #else
438 return SHADER0([]() {
439 void main() {
440 vec2 pos = quad[int(a_index)]; // NOLINT
441 gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
444 #endif
447 VertexShaderQuadAA::VertexShaderQuadAA()
448 : matrix_location_(-1),
449 viewport_location_(-1),
450 quad_location_(-1),
451 edge_location_(-1) {
454 void VertexShaderQuadAA::Init(GLES2Interface* context,
455 unsigned program,
456 int* base_uniform_index) {
457 static const char* uniforms[] = {
458 "matrix", "viewport", "quad", "edge",
460 int locations[arraysize(uniforms)];
462 GetProgramUniformLocations(context,
463 program,
464 arraysize(uniforms),
465 uniforms,
466 locations,
467 base_uniform_index);
468 matrix_location_ = locations[0];
469 viewport_location_ = locations[1];
470 quad_location_ = locations[2];
471 edge_location_ = locations[3];
474 std::string VertexShaderQuadAA::GetShaderString() const {
475 return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
478 std::string VertexShaderQuadAA::GetShaderHead() {
479 return SHADER0([]() {
480 attribute TexCoordPrecision vec4 a_position;
481 attribute float a_index;
482 uniform mat4 matrix;
483 uniform vec4 viewport;
484 uniform TexCoordPrecision vec2 quad[4];
485 uniform TexCoordPrecision vec3 edge[8];
486 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
490 std::string VertexShaderQuadAA::GetShaderBody() {
491 return SHADER0([]() {
492 void main() {
493 vec2 pos = quad[int(a_index)]; // NOLINT
494 gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
495 vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w);
496 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0);
497 edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos),
498 dot(edge[2], screen_pos), dot(edge[3], screen_pos)) *
499 gl_Position.w;
500 edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos),
501 dot(edge[6], screen_pos), dot(edge[7], screen_pos)) *
502 gl_Position.w;
507 VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA()
508 : matrix_location_(-1),
509 viewport_location_(-1),
510 quad_location_(-1),
511 edge_location_(-1),
512 tex_transform_location_(-1) {
515 void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context,
516 unsigned program,
517 int* base_uniform_index) {
518 static const char* uniforms[] = {
519 "matrix", "viewport", "quad", "edge", "texTrans",
521 int locations[arraysize(uniforms)];
523 GetProgramUniformLocations(context,
524 program,
525 arraysize(uniforms),
526 uniforms,
527 locations,
528 base_uniform_index);
529 matrix_location_ = locations[0];
530 viewport_location_ = locations[1];
531 quad_location_ = locations[2];
532 edge_location_ = locations[3];
533 tex_transform_location_ = locations[4];
536 std::string VertexShaderQuadTexTransformAA::GetShaderString() const {
537 return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
540 std::string VertexShaderQuadTexTransformAA::GetShaderHead() {
541 return SHADER0([]() {
542 attribute TexCoordPrecision vec4 a_position;
543 attribute float a_index;
544 uniform mat4 matrix;
545 uniform vec4 viewport;
546 uniform TexCoordPrecision vec2 quad[4];
547 uniform TexCoordPrecision vec3 edge[8];
548 uniform TexCoordPrecision vec4 texTrans;
549 varying TexCoordPrecision vec2 v_texCoord;
550 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
554 std::string VertexShaderQuadTexTransformAA::GetShaderBody() {
555 return SHADER0([]() {
556 void main() {
557 vec2 pos = quad[int(a_index)]; // NOLINT
558 gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
559 vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w);
560 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0);
561 edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos),
562 dot(edge[2], screen_pos), dot(edge[3], screen_pos)) *
563 gl_Position.w;
564 edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos),
565 dot(edge[6], screen_pos), dot(edge[7], screen_pos)) *
566 gl_Position.w;
567 v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy;
572 void VertexShaderQuadTexTransformAA::FillLocations(
573 ShaderLocations* locations) const {
574 locations->quad = quad_location();
575 locations->edge = edge_location();
576 locations->viewport = viewport_location();
577 locations->matrix = matrix_location();
578 locations->tex_transform = tex_transform_location();
582 VertexShaderTile::VertexShaderTile()
583 : matrix_location_(-1),
584 quad_location_(-1),
585 vertex_tex_transform_location_(-1) {
588 void VertexShaderTile::Init(GLES2Interface* context,
589 unsigned program,
590 int* base_uniform_index) {
591 static const char* uniforms[] = {
592 "matrix", "quad", "vertexTexTransform",
594 int locations[arraysize(uniforms)];
596 GetProgramUniformLocations(context,
597 program,
598 arraysize(uniforms),
599 uniforms,
600 locations,
601 base_uniform_index);
602 matrix_location_ = locations[0];
603 quad_location_ = locations[1];
604 vertex_tex_transform_location_ = locations[2];
607 std::string VertexShaderTile::GetShaderString() const {
608 return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
611 std::string VertexShaderTile::GetShaderHead() {
612 return SHADER0([]() {
613 attribute TexCoordPrecision vec4 a_position;
614 attribute TexCoordPrecision vec2 a_texCoord;
615 attribute float a_index;
616 uniform mat4 matrix;
617 uniform TexCoordPrecision vec2 quad[4];
618 uniform TexCoordPrecision vec4 vertexTexTransform;
619 varying TexCoordPrecision vec2 v_texCoord;
623 std::string VertexShaderTile::GetShaderBody() {
624 return SHADER0([]() {
625 void main() {
626 vec2 pos = quad[int(a_index)]; // NOLINT
627 gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
628 v_texCoord = a_texCoord * vertexTexTransform.zw + vertexTexTransform.xy;
633 VertexShaderTileAA::VertexShaderTileAA()
634 : matrix_location_(-1),
635 viewport_location_(-1),
636 quad_location_(-1),
637 edge_location_(-1),
638 vertex_tex_transform_location_(-1) {
641 void VertexShaderTileAA::Init(GLES2Interface* context,
642 unsigned program,
643 int* base_uniform_index) {
644 static const char* uniforms[] = {
645 "matrix", "viewport", "quad", "edge", "vertexTexTransform",
647 int locations[arraysize(uniforms)];
649 GetProgramUniformLocations(context,
650 program,
651 arraysize(uniforms),
652 uniforms,
653 locations,
654 base_uniform_index);
655 matrix_location_ = locations[0];
656 viewport_location_ = locations[1];
657 quad_location_ = locations[2];
658 edge_location_ = locations[3];
659 vertex_tex_transform_location_ = locations[4];
662 std::string VertexShaderTileAA::GetShaderString() const {
663 return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
666 std::string VertexShaderTileAA::GetShaderHead() {
667 return SHADER0([]() {
668 attribute TexCoordPrecision vec4 a_position;
669 attribute float a_index;
670 uniform mat4 matrix;
671 uniform vec4 viewport;
672 uniform TexCoordPrecision vec2 quad[4];
673 uniform TexCoordPrecision vec3 edge[8];
674 uniform TexCoordPrecision vec4 vertexTexTransform;
675 varying TexCoordPrecision vec2 v_texCoord;
676 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
680 std::string VertexShaderTileAA::GetShaderBody() {
681 return SHADER0([]() {
682 void main() {
683 vec2 pos = quad[int(a_index)]; // NOLINT
684 gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
685 vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w);
686 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0);
687 edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos),
688 dot(edge[2], screen_pos), dot(edge[3], screen_pos)) *
689 gl_Position.w;
690 edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos),
691 dot(edge[6], screen_pos), dot(edge[7], screen_pos)) *
692 gl_Position.w;
693 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy;
698 VertexShaderVideoTransform::VertexShaderVideoTransform()
699 : matrix_location_(-1), tex_matrix_location_(-1) {
702 void VertexShaderVideoTransform::Init(GLES2Interface* context,
703 unsigned program,
704 int* base_uniform_index) {
705 static const char* uniforms[] = {
706 "matrix", "texMatrix",
708 int locations[arraysize(uniforms)];
710 GetProgramUniformLocations(context,
711 program,
712 arraysize(uniforms),
713 uniforms,
714 locations,
715 base_uniform_index);
716 matrix_location_ = locations[0];
717 tex_matrix_location_ = locations[1];
720 std::string VertexShaderVideoTransform::GetShaderString() const {
721 return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
724 std::string VertexShaderVideoTransform::GetShaderHead() {
725 return SHADER0([]() {
726 attribute vec4 a_position;
727 attribute TexCoordPrecision vec2 a_texCoord;
728 uniform mat4 matrix;
729 uniform TexCoordPrecision mat4 texMatrix;
730 varying TexCoordPrecision vec2 v_texCoord;
734 std::string VertexShaderVideoTransform::GetShaderBody() {
735 return SHADER0([]() {
736 void main() {
737 gl_Position = matrix * a_position;
738 v_texCoord =
739 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0));
744 #define BLEND_MODE_UNIFORMS "s_backdropTexture", \
745 "s_originalBackdropTexture", \
746 "backdropRect"
747 #define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 3 : 0)
748 #define BLEND_MODE_SET_LOCATIONS(X, POS) \
749 if (has_blend_mode()) { \
750 DCHECK_LT(static_cast<size_t>(POS) + 2, arraysize(X)); \
751 backdrop_location_ = locations[POS]; \
752 original_backdrop_location_ = locations[POS + 1]; \
753 backdrop_rect_location_ = locations[POS + 2]; \
756 FragmentTexBlendMode::FragmentTexBlendMode()
757 : backdrop_location_(-1),
758 original_backdrop_location_(-1),
759 backdrop_rect_location_(-1),
760 blend_mode_(BLEND_MODE_NONE),
761 mask_for_background_(false) {
764 std::string FragmentTexBlendMode::SetBlendModeFunctions(
765 std::string shader_string) const {
766 if (shader_string.find("ApplyBlendMode") == std::string::npos)
767 return shader_string;
769 if (!has_blend_mode()) {
770 return "#define ApplyBlendMode(X, Y) (X)\n" + shader_string;
773 static const std::string kUniforms = SHADER0([]() {
774 uniform sampler2D s_backdropTexture;
775 uniform sampler2D s_originalBackdropTexture;
776 uniform TexCoordPrecision vec4 backdropRect;
779 std::string mixFunction;
780 if (mask_for_background()) {
781 mixFunction = SHADER0([]() {
782 vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) {
783 vec4 backdrop = texture2D(s_backdropTexture, bgTexCoord);
784 vec4 original_backdrop =
785 texture2D(s_originalBackdropTexture, bgTexCoord);
786 return mix(original_backdrop, backdrop, mask);
789 } else {
790 mixFunction = SHADER0([]() {
791 vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) {
792 return texture2D(s_backdropTexture, bgTexCoord);
797 static const std::string kFunctionApplyBlendMode = SHADER0([]() {
798 vec4 GetBackdropColor(float mask) {
799 TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy;
800 bgTexCoord.x /= backdropRect.z;
801 bgTexCoord.y /= backdropRect.w;
802 return MixBackdrop(bgTexCoord, mask);
805 vec4 ApplyBlendMode(vec4 src, float mask) {
806 vec4 dst = GetBackdropColor(mask);
807 return Blend(src, dst);
811 return "precision mediump float;" + GetHelperFunctions() +
812 GetBlendFunction() + kUniforms + mixFunction +
813 kFunctionApplyBlendMode + shader_string;
816 std::string FragmentTexBlendMode::GetHelperFunctions() const {
817 static const std::string kFunctionHardLight = SHADER0([]() {
818 vec3 hardLight(vec4 src, vec4 dst) {
819 vec3 result;
820 result.r =
821 (2.0 * src.r <= src.a)
822 ? (2.0 * src.r * dst.r)
823 : (src.a * dst.a - 2.0 * (dst.a - dst.r) * (src.a - src.r));
824 result.g =
825 (2.0 * src.g <= src.a)
826 ? (2.0 * src.g * dst.g)
827 : (src.a * dst.a - 2.0 * (dst.a - dst.g) * (src.a - src.g));
828 result.b =
829 (2.0 * src.b <= src.a)
830 ? (2.0 * src.b * dst.b)
831 : (src.a * dst.a - 2.0 * (dst.a - dst.b) * (src.a - src.b));
832 result.rgb += src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a);
833 return result;
837 static const std::string kFunctionColorDodgeComponent = SHADER0([]() {
838 float getColorDodgeComponent(float srcc, float srca, float dstc,
839 float dsta) {
840 if (0.0 == dstc)
841 return srcc * (1.0 - dsta);
842 float d = srca - srcc;
843 if (0.0 == d)
844 return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
845 d = min(dsta, dstc * srca / d);
846 return d * srca + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
850 static const std::string kFunctionColorBurnComponent = SHADER0([]() {
851 float getColorBurnComponent(float srcc, float srca, float dstc,
852 float dsta) {
853 if (dsta == dstc)
854 return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
855 if (0.0 == srcc)
856 return dstc * (1.0 - srca);
857 float d = max(0.0, dsta - (dsta - dstc) * srca / srcc);
858 return srca * d + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
862 static const std::string kFunctionSoftLightComponentPosDstAlpha =
863 SHADER0([]() {
864 float getSoftLightComponent(float srcc, float srca, float dstc,
865 float dsta) {
866 if (2.0 * srcc <= srca) {
867 return (dstc * dstc * (srca - 2.0 * srcc)) / dsta +
868 (1.0 - dsta) * srcc + dstc * (-srca + 2.0 * srcc + 1.0);
869 } else if (4.0 * dstc <= dsta) {
870 float DSqd = dstc * dstc;
871 float DCub = DSqd * dstc;
872 float DaSqd = dsta * dsta;
873 float DaCub = DaSqd * dsta;
874 return (-DaCub * srcc +
875 DaSqd * (srcc - dstc * (3.0 * srca - 6.0 * srcc - 1.0)) +
876 12.0 * dsta * DSqd * (srca - 2.0 * srcc) -
877 16.0 * DCub * (srca - 2.0 * srcc)) /
878 DaSqd;
879 } else {
880 return -sqrt(dsta * dstc) * (srca - 2.0 * srcc) - dsta * srcc +
881 dstc * (srca - 2.0 * srcc + 1.0) + srcc;
886 static const std::string kFunctionLum = SHADER0([]() {
887 float luminance(vec3 color) { return dot(vec3(0.3, 0.59, 0.11), color); }
889 vec3 set_luminance(vec3 hueSat, float alpha, vec3 lumColor) {
890 float diff = luminance(lumColor - hueSat);
891 vec3 outColor = hueSat + diff;
892 float outLum = luminance(outColor);
893 float minComp = min(min(outColor.r, outColor.g), outColor.b);
894 float maxComp = max(max(outColor.r, outColor.g), outColor.b);
895 if (minComp < 0.0 && outLum != minComp) {
896 outColor = outLum +
897 ((outColor - vec3(outLum, outLum, outLum)) * outLum) /
898 (outLum - minComp);
900 if (maxComp > alpha && maxComp != outLum) {
901 outColor =
902 outLum +
903 ((outColor - vec3(outLum, outLum, outLum)) * (alpha - outLum)) /
904 (maxComp - outLum);
906 return outColor;
910 static const std::string kFunctionSat = SHADER0([]() {
911 float saturation(vec3 color) {
912 return max(max(color.r, color.g), color.b) -
913 min(min(color.r, color.g), color.b);
916 vec3 set_saturation_helper(float minComp, float midComp, float maxComp,
917 float sat) {
918 if (minComp < maxComp) {
919 vec3 result;
920 result.r = 0.0;
921 result.g = sat * (midComp - minComp) / (maxComp - minComp);
922 result.b = sat;
923 return result;
924 } else {
925 return vec3(0, 0, 0);
929 vec3 set_saturation(vec3 hueLumColor, vec3 satColor) {
930 float sat = saturation(satColor);
931 if (hueLumColor.r <= hueLumColor.g) {
932 if (hueLumColor.g <= hueLumColor.b) {
933 hueLumColor.rgb = set_saturation_helper(hueLumColor.r, hueLumColor.g,
934 hueLumColor.b, sat);
935 } else if (hueLumColor.r <= hueLumColor.b) {
936 hueLumColor.rbg = set_saturation_helper(hueLumColor.r, hueLumColor.b,
937 hueLumColor.g, sat);
938 } else {
939 hueLumColor.brg = set_saturation_helper(hueLumColor.b, hueLumColor.r,
940 hueLumColor.g, sat);
942 } else if (hueLumColor.r <= hueLumColor.b) {
943 hueLumColor.grb = set_saturation_helper(hueLumColor.g, hueLumColor.r,
944 hueLumColor.b, sat);
945 } else if (hueLumColor.g <= hueLumColor.b) {
946 hueLumColor.gbr = set_saturation_helper(hueLumColor.g, hueLumColor.b,
947 hueLumColor.r, sat);
948 } else {
949 hueLumColor.bgr = set_saturation_helper(hueLumColor.b, hueLumColor.g,
950 hueLumColor.r, sat);
952 return hueLumColor;
956 switch (blend_mode_) {
957 case BLEND_MODE_OVERLAY:
958 case BLEND_MODE_HARD_LIGHT:
959 return kFunctionHardLight;
960 case BLEND_MODE_COLOR_DODGE:
961 return kFunctionColorDodgeComponent;
962 case BLEND_MODE_COLOR_BURN:
963 return kFunctionColorBurnComponent;
964 case BLEND_MODE_SOFT_LIGHT:
965 return kFunctionSoftLightComponentPosDstAlpha;
966 case BLEND_MODE_HUE:
967 case BLEND_MODE_SATURATION:
968 return kFunctionLum + kFunctionSat;
969 case BLEND_MODE_COLOR:
970 case BLEND_MODE_LUMINOSITY:
971 return kFunctionLum;
972 default:
973 return std::string();
977 std::string FragmentTexBlendMode::GetBlendFunction() const {
978 return "vec4 Blend(vec4 src, vec4 dst) {"
979 " vec4 result;"
980 " result.a = src.a + (1.0 - src.a) * dst.a;" +
981 GetBlendFunctionBodyForRGB() +
982 " return result;"
983 "}";
986 std::string FragmentTexBlendMode::GetBlendFunctionBodyForRGB() const {
987 switch (blend_mode_) {
988 case BLEND_MODE_NORMAL:
989 return "result.rgb = src.rgb + dst.rgb * (1.0 - src.a);";
990 case BLEND_MODE_SCREEN:
991 return "result.rgb = src.rgb + (1.0 - src.rgb) * dst.rgb;";
992 case BLEND_MODE_LIGHTEN:
993 return "result.rgb = max((1.0 - src.a) * dst.rgb + src.rgb,"
994 " (1.0 - dst.a) * src.rgb + dst.rgb);";
995 case BLEND_MODE_OVERLAY:
996 return "result.rgb = hardLight(dst, src);";
997 case BLEND_MODE_DARKEN:
998 return "result.rgb = min((1.0 - src.a) * dst.rgb + src.rgb,"
999 " (1.0 - dst.a) * src.rgb + dst.rgb);";
1000 case BLEND_MODE_COLOR_DODGE:
1001 return "result.r = getColorDodgeComponent(src.r, src.a, dst.r, dst.a);"
1002 "result.g = getColorDodgeComponent(src.g, src.a, dst.g, dst.a);"
1003 "result.b = getColorDodgeComponent(src.b, src.a, dst.b, dst.a);";
1004 case BLEND_MODE_COLOR_BURN:
1005 return "result.r = getColorBurnComponent(src.r, src.a, dst.r, dst.a);"
1006 "result.g = getColorBurnComponent(src.g, src.a, dst.g, dst.a);"
1007 "result.b = getColorBurnComponent(src.b, src.a, dst.b, dst.a);";
1008 case BLEND_MODE_HARD_LIGHT:
1009 return "result.rgb = hardLight(src, dst);";
1010 case BLEND_MODE_SOFT_LIGHT:
1011 return "if (0.0 == dst.a) {"
1012 " result.rgb = src.rgb;"
1013 "} else {"
1014 " result.r = getSoftLightComponent(src.r, src.a, dst.r, dst.a);"
1015 " result.g = getSoftLightComponent(src.g, src.a, dst.g, dst.a);"
1016 " result.b = getSoftLightComponent(src.b, src.a, dst.b, dst.a);"
1017 "}";
1018 case BLEND_MODE_DIFFERENCE:
1019 return "result.rgb = src.rgb + dst.rgb -"
1020 " 2.0 * min(src.rgb * dst.a, dst.rgb * src.a);";
1021 case BLEND_MODE_EXCLUSION:
1022 return "result.rgb = dst.rgb + src.rgb - 2.0 * dst.rgb * src.rgb;";
1023 case BLEND_MODE_MULTIPLY:
1024 return "result.rgb = (1.0 - src.a) * dst.rgb +"
1025 " (1.0 - dst.a) * src.rgb + src.rgb * dst.rgb;";
1026 case BLEND_MODE_HUE:
1027 return "vec4 dstSrcAlpha = dst * src.a;"
1028 "result.rgb ="
1029 " set_luminance(set_saturation(src.rgb * dst.a,"
1030 " dstSrcAlpha.rgb),"
1031 " dstSrcAlpha.a,"
1032 " dstSrcAlpha.rgb);"
1033 "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
1034 case BLEND_MODE_SATURATION:
1035 return "vec4 dstSrcAlpha = dst * src.a;"
1036 "result.rgb = set_luminance(set_saturation(dstSrcAlpha.rgb,"
1037 " src.rgb * dst.a),"
1038 " dstSrcAlpha.a,"
1039 " dstSrcAlpha.rgb);"
1040 "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
1041 case BLEND_MODE_COLOR:
1042 return "vec4 srcDstAlpha = src * dst.a;"
1043 "result.rgb = set_luminance(srcDstAlpha.rgb,"
1044 " srcDstAlpha.a,"
1045 " dst.rgb * src.a);"
1046 "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
1047 case BLEND_MODE_LUMINOSITY:
1048 return "vec4 srcDstAlpha = src * dst.a;"
1049 "result.rgb = set_luminance(dst.rgb * src.a,"
1050 " srcDstAlpha.a,"
1051 " srcDstAlpha.rgb);"
1052 "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
1053 case BLEND_MODE_NONE:
1054 NOTREACHED();
1056 return "result = vec4(1.0, 0.0, 0.0, 1.0);";
1059 FragmentTexAlphaBinding::FragmentTexAlphaBinding()
1060 : sampler_location_(-1), alpha_location_(-1) {
1063 void FragmentTexAlphaBinding::Init(GLES2Interface* context,
1064 unsigned program,
1065 int* base_uniform_index) {
1066 static const char* uniforms[] = {
1067 "s_texture", "alpha", BLEND_MODE_UNIFORMS,
1069 int locations[arraysize(uniforms)];
1071 GetProgramUniformLocations(context,
1072 program,
1073 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
1074 uniforms,
1075 locations,
1076 base_uniform_index);
1077 sampler_location_ = locations[0];
1078 alpha_location_ = locations[1];
1079 BLEND_MODE_SET_LOCATIONS(locations, 2);
1082 FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding()
1083 : sampler_location_(-1),
1084 alpha_location_(-1),
1085 color_matrix_location_(-1),
1086 color_offset_location_(-1) {
1089 void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context,
1090 unsigned program,
1091 int* base_uniform_index) {
1092 static const char* uniforms[] = {
1093 "s_texture", "alpha", "colorMatrix", "colorOffset", BLEND_MODE_UNIFORMS,
1095 int locations[arraysize(uniforms)];
1097 GetProgramUniformLocations(context,
1098 program,
1099 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
1100 uniforms,
1101 locations,
1102 base_uniform_index);
1103 sampler_location_ = locations[0];
1104 alpha_location_ = locations[1];
1105 color_matrix_location_ = locations[2];
1106 color_offset_location_ = locations[3];
1107 BLEND_MODE_SET_LOCATIONS(locations, 4);
1110 FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() : sampler_location_(-1) {
1113 void FragmentTexOpaqueBinding::Init(GLES2Interface* context,
1114 unsigned program,
1115 int* base_uniform_index) {
1116 static const char* uniforms[] = {
1117 "s_texture",
1119 int locations[arraysize(uniforms)];
1121 GetProgramUniformLocations(context,
1122 program,
1123 arraysize(uniforms),
1124 uniforms,
1125 locations,
1126 base_uniform_index);
1127 sampler_location_ = locations[0];
1130 std::string FragmentShaderRGBATexAlpha::GetShaderString(
1131 TexCoordPrecision precision,
1132 SamplerType sampler) const {
1133 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1136 std::string FragmentShaderRGBATexAlpha::GetShaderHead() {
1137 return SHADER0([]() {
1138 precision mediump float;
1139 varying TexCoordPrecision vec2 v_texCoord;
1140 uniform SamplerType s_texture;
1141 uniform float alpha;
1145 std::string FragmentShaderRGBATexAlpha::GetShaderBody() {
1146 return SHADER0([]() {
1147 void main() {
1148 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1149 gl_FragColor = ApplyBlendMode(texColor * alpha, 0.0);
1154 void FragmentShaderRGBATexAlpha::FillLocations(
1155 ShaderLocations* locations) const {
1156 locations->sampler = sampler_location();
1157 locations->alpha = alpha_location();
1158 locations->backdrop = backdrop_location();
1159 locations->backdrop_rect = backdrop_rect_location();
1162 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString(
1163 TexCoordPrecision precision,
1164 SamplerType sampler) const {
1165 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1168 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderHead() {
1169 return SHADER0([]() {
1170 precision mediump float;
1171 varying TexCoordPrecision vec2 v_texCoord;
1172 uniform SamplerType s_texture;
1173 uniform float alpha;
1174 uniform mat4 colorMatrix;
1175 uniform vec4 colorOffset;
1179 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderBody() {
1180 return SHADER0([]() {
1181 void main() {
1182 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1183 float nonZeroAlpha = max(texColor.a, 0.00001);
1184 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
1185 texColor = colorMatrix * texColor + colorOffset;
1186 texColor.rgb *= texColor.a;
1187 texColor = clamp(texColor, 0.0, 1.0);
1188 gl_FragColor = ApplyBlendMode(texColor * alpha, 0.0);
1193 void FragmentShaderRGBATexColorMatrixAlpha::FillLocations(
1194 ShaderLocations* locations) const {
1195 locations->sampler = sampler_location();
1196 locations->alpha = alpha_location();
1197 locations->color_matrix = color_matrix_location();
1198 locations->color_offset = color_offset_location();
1199 locations->backdrop = backdrop_location();
1200 locations->backdrop_rect = backdrop_rect_location();
1203 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString(
1204 TexCoordPrecision precision,
1205 SamplerType sampler) const {
1206 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1209 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderHead() {
1210 return SHADER0([]() {
1211 precision mediump float;
1212 varying TexCoordPrecision vec2 v_texCoord;
1213 varying float v_alpha;
1214 uniform SamplerType s_texture;
1218 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderBody() {
1219 return SHADER0([]() {
1220 void main() {
1221 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1222 gl_FragColor = texColor * v_alpha;
1227 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString(
1228 TexCoordPrecision precision,
1229 SamplerType sampler) const {
1230 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1233 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderHead() {
1234 return SHADER0([]() {
1235 precision mediump float;
1236 varying TexCoordPrecision vec2 v_texCoord;
1237 varying float v_alpha;
1238 uniform SamplerType s_texture;
1242 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderBody() {
1243 return SHADER0([]() {
1244 void main() {
1245 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1246 texColor.rgb *= texColor.a;
1247 gl_FragColor = texColor * v_alpha;
1252 FragmentTexBackgroundBinding::FragmentTexBackgroundBinding()
1253 : background_color_location_(-1), sampler_location_(-1) {
1256 void FragmentTexBackgroundBinding::Init(GLES2Interface* context,
1257 unsigned program,
1258 int* base_uniform_index) {
1259 static const char* uniforms[] = {
1260 "s_texture", "background_color",
1262 int locations[arraysize(uniforms)];
1264 GetProgramUniformLocations(context,
1265 program,
1266 arraysize(uniforms),
1267 uniforms,
1268 locations,
1269 base_uniform_index);
1271 sampler_location_ = locations[0];
1272 DCHECK_NE(sampler_location_, -1);
1274 background_color_location_ = locations[1];
1275 DCHECK_NE(background_color_location_, -1);
1278 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString(
1279 TexCoordPrecision precision,
1280 SamplerType sampler) const {
1281 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1284 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderHead() {
1285 return SHADER0([]() {
1286 precision mediump float;
1287 varying TexCoordPrecision vec2 v_texCoord;
1288 varying float v_alpha;
1289 uniform vec4 background_color;
1290 uniform SamplerType s_texture;
1294 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderBody() {
1295 return SHADER0([]() {
1296 void main() {
1297 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1298 texColor += background_color * (1.0 - texColor.a);
1299 gl_FragColor = texColor * v_alpha;
1304 std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString(
1305 TexCoordPrecision precision,
1306 SamplerType sampler) const {
1307 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1310 std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderHead() {
1311 return SHADER0([]() {
1312 precision mediump float;
1313 varying TexCoordPrecision vec2 v_texCoord;
1314 varying float v_alpha;
1315 uniform vec4 background_color;
1316 uniform SamplerType s_texture;
1320 std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderBody() {
1321 return SHADER0([]() {
1322 void main() {
1323 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1324 texColor.rgb *= texColor.a;
1325 texColor += background_color * (1.0 - texColor.a);
1326 gl_FragColor = texColor * v_alpha;
1331 std::string FragmentShaderRGBATexOpaque::GetShaderString(
1332 TexCoordPrecision precision,
1333 SamplerType sampler) const {
1334 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1337 std::string FragmentShaderRGBATexOpaque::GetShaderHead() {
1338 return SHADER0([]() {
1339 precision mediump float;
1340 varying TexCoordPrecision vec2 v_texCoord;
1341 uniform SamplerType s_texture;
1345 std::string FragmentShaderRGBATexOpaque::GetShaderBody() {
1346 return SHADER0([]() {
1347 void main() {
1348 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1349 gl_FragColor = vec4(texColor.rgb, 1.0);
1354 std::string FragmentShaderRGBATex::GetShaderString(TexCoordPrecision precision,
1355 SamplerType sampler) const {
1356 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1359 std::string FragmentShaderRGBATex::GetShaderHead() {
1360 return SHADER0([]() {
1361 precision mediump float;
1362 varying TexCoordPrecision vec2 v_texCoord;
1363 uniform SamplerType s_texture;
1367 std::string FragmentShaderRGBATex::GetShaderBody() {
1368 return SHADER0([]() {
1369 void main() { gl_FragColor = TextureLookup(s_texture, v_texCoord); }
1373 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString(
1374 TexCoordPrecision precision,
1375 SamplerType sampler) const {
1376 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1379 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderHead() {
1380 return SHADER0([]() {
1381 precision mediump float;
1382 varying TexCoordPrecision vec2 v_texCoord;
1383 uniform SamplerType s_texture;
1384 uniform float alpha;
1388 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderBody() {
1389 return SHADER0([]() {
1390 void main() {
1391 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1392 gl_FragColor =
1393 vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha;
1398 std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString(
1399 TexCoordPrecision precision,
1400 SamplerType sampler) const {
1401 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1404 std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderHead() {
1405 return SHADER0([]() {
1406 precision mediump float;
1407 varying TexCoordPrecision vec2 v_texCoord;
1408 uniform SamplerType s_texture;
1412 std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderBody() {
1413 return SHADER0([]() {
1414 void main() {
1415 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1416 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0);
1421 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
1422 : sampler_location_(-1), alpha_location_(-1) {
1425 void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context,
1426 unsigned program,
1427 int* base_uniform_index) {
1428 static const char* uniforms[] = {
1429 "s_texture", "alpha", BLEND_MODE_UNIFORMS,
1431 int locations[arraysize(uniforms)];
1433 GetProgramUniformLocations(context,
1434 program,
1435 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
1436 uniforms,
1437 locations,
1438 base_uniform_index);
1439 sampler_location_ = locations[0];
1440 alpha_location_ = locations[1];
1441 BLEND_MODE_SET_LOCATIONS(locations, 2);
1444 std::string FragmentShaderRGBATexAlphaAA::GetShaderString(
1445 TexCoordPrecision precision,
1446 SamplerType sampler) const {
1447 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1450 std::string FragmentShaderRGBATexAlphaAA::GetShaderHead() {
1451 return SHADER0([]() {
1452 precision mediump float;
1453 uniform SamplerType s_texture;
1454 uniform float alpha;
1455 varying TexCoordPrecision vec2 v_texCoord;
1456 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
1460 std::string FragmentShaderRGBATexAlphaAA::GetShaderBody() {
1461 return SHADER0([]() {
1462 void main() {
1463 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1464 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1465 vec2 d2 = min(d4.xz, d4.yw);
1466 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
1467 gl_FragColor = ApplyBlendMode(texColor * alpha * aa, 0.0);
1472 void FragmentShaderRGBATexAlphaAA::FillLocations(
1473 ShaderLocations* locations) const {
1474 locations->sampler = sampler_location();
1475 locations->alpha = alpha_location();
1476 locations->backdrop = backdrop_location();
1477 locations->backdrop_rect = backdrop_rect_location();
1480 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
1481 : sampler_location_(-1),
1482 alpha_location_(-1),
1483 fragment_tex_transform_location_(-1) {
1486 void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context,
1487 unsigned program,
1488 int* base_uniform_index) {
1489 static const char* uniforms[] = {
1490 "s_texture", "alpha", "fragmentTexTransform",
1492 int locations[arraysize(uniforms)];
1494 GetProgramUniformLocations(context,
1495 program,
1496 arraysize(uniforms),
1497 uniforms,
1498 locations,
1499 base_uniform_index);
1500 sampler_location_ = locations[0];
1501 alpha_location_ = locations[1];
1502 fragment_tex_transform_location_ = locations[2];
1505 std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString(
1506 TexCoordPrecision precision,
1507 SamplerType sampler) const {
1508 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1511 std::string FragmentShaderRGBATexClampAlphaAA::GetShaderHead() {
1512 return SHADER0([]() {
1513 precision mediump float;
1514 uniform SamplerType s_texture;
1515 uniform float alpha;
1516 uniform TexCoordPrecision vec4 fragmentTexTransform;
1517 varying TexCoordPrecision vec2 v_texCoord;
1518 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
1522 std::string FragmentShaderRGBATexClampAlphaAA::GetShaderBody() {
1523 return SHADER0([]() {
1524 void main() {
1525 TexCoordPrecision vec2 texCoord =
1526 clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
1527 fragmentTexTransform.xy;
1528 vec4 texColor = TextureLookup(s_texture, texCoord);
1529 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1530 vec2 d2 = min(d4.xz, d4.yw);
1531 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
1532 gl_FragColor = texColor * alpha * aa;
1537 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString(
1538 TexCoordPrecision precision,
1539 SamplerType sampler) const {
1540 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1543 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderHead() {
1544 return SHADER0([]() {
1545 precision mediump float;
1546 uniform SamplerType s_texture;
1547 uniform float alpha;
1548 uniform TexCoordPrecision vec4 fragmentTexTransform;
1549 varying TexCoordPrecision vec2 v_texCoord;
1550 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
1554 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderBody() {
1555 return SHADER0([]() {
1556 void main() {
1557 TexCoordPrecision vec2 texCoord =
1558 clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
1559 fragmentTexTransform.xy;
1560 vec4 texColor = TextureLookup(s_texture, texCoord);
1561 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1562 vec2 d2 = min(d4.xz, d4.yw);
1563 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
1564 gl_FragColor =
1565 vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * aa;
1570 FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask()
1571 : sampler_location_(-1),
1572 mask_sampler_location_(-1),
1573 alpha_location_(-1),
1574 mask_tex_coord_scale_location_(-1) {
1577 void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context,
1578 unsigned program,
1579 int* base_uniform_index) {
1580 static const char* uniforms[] = {
1581 "s_texture",
1582 "s_mask",
1583 "alpha",
1584 "maskTexCoordScale",
1585 "maskTexCoordOffset",
1586 BLEND_MODE_UNIFORMS,
1588 int locations[arraysize(uniforms)];
1590 GetProgramUniformLocations(context,
1591 program,
1592 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
1593 uniforms,
1594 locations,
1595 base_uniform_index);
1596 sampler_location_ = locations[0];
1597 mask_sampler_location_ = locations[1];
1598 alpha_location_ = locations[2];
1599 mask_tex_coord_scale_location_ = locations[3];
1600 mask_tex_coord_offset_location_ = locations[4];
1601 BLEND_MODE_SET_LOCATIONS(locations, 5);
1604 std::string FragmentShaderRGBATexAlphaMask::GetShaderString(
1605 TexCoordPrecision precision,
1606 SamplerType sampler) const {
1607 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1610 std::string FragmentShaderRGBATexAlphaMask::GetShaderHead() {
1611 return SHADER0([]() {
1612 precision mediump float;
1613 varying TexCoordPrecision vec2 v_texCoord;
1614 uniform sampler2D s_texture;
1615 uniform SamplerType s_mask;
1616 uniform TexCoordPrecision vec2 maskTexCoordScale;
1617 uniform TexCoordPrecision vec2 maskTexCoordOffset;
1618 uniform float alpha;
1622 std::string FragmentShaderRGBATexAlphaMask::GetShaderBody() {
1623 return SHADER0([]() {
1624 void main() {
1625 vec4 texColor = texture2D(s_texture, v_texCoord);
1626 TexCoordPrecision vec2 maskTexCoord =
1627 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
1628 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
1629 vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
1630 gl_FragColor = ApplyBlendMode(
1631 texColor * alpha * maskColor.w, maskColor.w);
1636 void FragmentShaderRGBATexAlphaMask::FillLocations(
1637 ShaderLocations* locations) const {
1638 locations->sampler = sampler_location();
1639 locations->mask_sampler = mask_sampler_location();
1640 locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
1641 locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
1642 locations->alpha = alpha_location();
1643 locations->backdrop = backdrop_location();
1644 locations->backdrop_rect = backdrop_rect_location();
1645 if (mask_for_background())
1646 locations->original_backdrop = original_backdrop_location();
1649 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
1650 : sampler_location_(-1),
1651 mask_sampler_location_(-1),
1652 alpha_location_(-1),
1653 mask_tex_coord_scale_location_(-1),
1654 mask_tex_coord_offset_location_(-1) {
1657 void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context,
1658 unsigned program,
1659 int* base_uniform_index) {
1660 static const char* uniforms[] = {
1661 "s_texture",
1662 "s_mask",
1663 "alpha",
1664 "maskTexCoordScale",
1665 "maskTexCoordOffset",
1666 BLEND_MODE_UNIFORMS,
1668 int locations[arraysize(uniforms)];
1670 GetProgramUniformLocations(context,
1671 program,
1672 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
1673 uniforms,
1674 locations,
1675 base_uniform_index);
1676 sampler_location_ = locations[0];
1677 mask_sampler_location_ = locations[1];
1678 alpha_location_ = locations[2];
1679 mask_tex_coord_scale_location_ = locations[3];
1680 mask_tex_coord_offset_location_ = locations[4];
1681 BLEND_MODE_SET_LOCATIONS(locations, 5);
1684 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString(
1685 TexCoordPrecision precision,
1686 SamplerType sampler) const {
1687 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1690 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderHead() {
1691 return SHADER0([]() {
1692 precision mediump float;
1693 uniform sampler2D s_texture;
1694 uniform SamplerType s_mask;
1695 uniform TexCoordPrecision vec2 maskTexCoordScale;
1696 uniform TexCoordPrecision vec2 maskTexCoordOffset;
1697 uniform float alpha;
1698 varying TexCoordPrecision vec2 v_texCoord;
1699 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
1703 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody() {
1704 return SHADER0([]() {
1705 void main() {
1706 vec4 texColor = texture2D(s_texture, v_texCoord);
1707 TexCoordPrecision vec2 maskTexCoord =
1708 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
1709 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
1710 vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
1711 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1712 vec2 d2 = min(d4.xz, d4.yw);
1713 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
1714 gl_FragColor = ApplyBlendMode(
1715 texColor * alpha * maskColor.w * aa, maskColor.w);
1720 void FragmentShaderRGBATexAlphaMaskAA::FillLocations(
1721 ShaderLocations* locations) const {
1722 locations->sampler = sampler_location();
1723 locations->mask_sampler = mask_sampler_location();
1724 locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
1725 locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
1726 locations->alpha = alpha_location();
1727 locations->backdrop = backdrop_location();
1728 locations->backdrop_rect = backdrop_rect_location();
1729 if (mask_for_background())
1730 locations->original_backdrop = original_backdrop_location();
1733 FragmentShaderRGBATexAlphaMaskColorMatrixAA::
1734 FragmentShaderRGBATexAlphaMaskColorMatrixAA()
1735 : sampler_location_(-1),
1736 mask_sampler_location_(-1),
1737 alpha_location_(-1),
1738 mask_tex_coord_scale_location_(-1),
1739 color_matrix_location_(-1),
1740 color_offset_location_(-1) {
1743 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init(
1744 GLES2Interface* context,
1745 unsigned program,
1746 int* base_uniform_index) {
1747 static const char* uniforms[] = {
1748 "s_texture",
1749 "s_mask",
1750 "alpha",
1751 "maskTexCoordScale",
1752 "maskTexCoordOffset",
1753 "colorMatrix",
1754 "colorOffset",
1755 BLEND_MODE_UNIFORMS,
1757 int locations[arraysize(uniforms)];
1759 GetProgramUniformLocations(context,
1760 program,
1761 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
1762 uniforms,
1763 locations,
1764 base_uniform_index);
1765 sampler_location_ = locations[0];
1766 mask_sampler_location_ = locations[1];
1767 alpha_location_ = locations[2];
1768 mask_tex_coord_scale_location_ = locations[3];
1769 mask_tex_coord_offset_location_ = locations[4];
1770 color_matrix_location_ = locations[5];
1771 color_offset_location_ = locations[6];
1772 BLEND_MODE_SET_LOCATIONS(locations, 7);
1775 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString(
1776 TexCoordPrecision precision,
1777 SamplerType sampler) const {
1778 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1781 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderHead() {
1782 return SHADER0([]() {
1783 precision mediump float;
1784 uniform sampler2D s_texture;
1785 uniform SamplerType s_mask;
1786 uniform vec2 maskTexCoordScale;
1787 uniform vec2 maskTexCoordOffset;
1788 uniform mat4 colorMatrix;
1789 uniform vec4 colorOffset;
1790 uniform float alpha;
1791 varying TexCoordPrecision vec2 v_texCoord;
1792 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
1796 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody() {
1797 return SHADER0([]() {
1798 void main() {
1799 vec4 texColor = texture2D(s_texture, v_texCoord);
1800 float nonZeroAlpha = max(texColor.a, 0.00001);
1801 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
1802 texColor = colorMatrix * texColor + colorOffset;
1803 texColor.rgb *= texColor.a;
1804 texColor = clamp(texColor, 0.0, 1.0);
1805 TexCoordPrecision vec2 maskTexCoord =
1806 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
1807 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
1808 vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
1809 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1810 vec2 d2 = min(d4.xz, d4.yw);
1811 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
1812 gl_FragColor = ApplyBlendMode(
1813 texColor * alpha * maskColor.w * aa, maskColor.w);
1818 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations(
1819 ShaderLocations* locations) const {
1820 locations->sampler = sampler_location();
1821 locations->alpha = alpha_location();
1822 locations->mask_sampler = mask_sampler_location();
1823 locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
1824 locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
1825 locations->color_matrix = color_matrix_location();
1826 locations->color_offset = color_offset_location();
1827 locations->backdrop = backdrop_location();
1828 locations->backdrop_rect = backdrop_rect_location();
1829 if (mask_for_background())
1830 locations->original_backdrop = original_backdrop_location();
1833 FragmentShaderRGBATexAlphaColorMatrixAA::
1834 FragmentShaderRGBATexAlphaColorMatrixAA()
1835 : sampler_location_(-1),
1836 alpha_location_(-1),
1837 color_matrix_location_(-1),
1838 color_offset_location_(-1) {
1841 void FragmentShaderRGBATexAlphaColorMatrixAA::Init(GLES2Interface* context,
1842 unsigned program,
1843 int* base_uniform_index) {
1844 static const char* uniforms[] = {
1845 "s_texture", "alpha", "colorMatrix", "colorOffset", BLEND_MODE_UNIFORMS,
1847 int locations[arraysize(uniforms)];
1849 GetProgramUniformLocations(context,
1850 program,
1851 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
1852 uniforms,
1853 locations,
1854 base_uniform_index);
1855 sampler_location_ = locations[0];
1856 alpha_location_ = locations[1];
1857 color_matrix_location_ = locations[2];
1858 color_offset_location_ = locations[3];
1859 BLEND_MODE_SET_LOCATIONS(locations, 4);
1862 std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString(
1863 TexCoordPrecision precision,
1864 SamplerType sampler) const {
1865 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1868 std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderHead() {
1869 return SHADER0([]() {
1870 precision mediump float;
1871 uniform SamplerType s_texture;
1872 uniform float alpha;
1873 uniform mat4 colorMatrix;
1874 uniform vec4 colorOffset;
1875 varying TexCoordPrecision vec2 v_texCoord;
1876 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
1880 std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderBody() {
1881 return SHADER0([]() {
1882 void main() {
1883 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1884 float nonZeroAlpha = max(texColor.a, 0.00001);
1885 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
1886 texColor = colorMatrix * texColor + colorOffset;
1887 texColor.rgb *= texColor.a;
1888 texColor = clamp(texColor, 0.0, 1.0);
1889 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1890 vec2 d2 = min(d4.xz, d4.yw);
1891 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
1892 gl_FragColor = ApplyBlendMode(texColor * alpha * aa, 0.0);
1897 void FragmentShaderRGBATexAlphaColorMatrixAA::FillLocations(
1898 ShaderLocations* locations) const {
1899 locations->sampler = sampler_location();
1900 locations->alpha = alpha_location();
1901 locations->color_matrix = color_matrix_location();
1902 locations->color_offset = color_offset_location();
1903 locations->backdrop = backdrop_location();
1904 locations->backdrop_rect = backdrop_rect_location();
1907 FragmentShaderRGBATexAlphaMaskColorMatrix::
1908 FragmentShaderRGBATexAlphaMaskColorMatrix()
1909 : sampler_location_(-1),
1910 mask_sampler_location_(-1),
1911 alpha_location_(-1),
1912 mask_tex_coord_scale_location_(-1) {
1915 void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context,
1916 unsigned program,
1917 int* base_uniform_index) {
1918 static const char* uniforms[] = {
1919 "s_texture",
1920 "s_mask",
1921 "alpha",
1922 "maskTexCoordScale",
1923 "maskTexCoordOffset",
1924 "colorMatrix",
1925 "colorOffset",
1926 BLEND_MODE_UNIFORMS,
1928 int locations[arraysize(uniforms)];
1930 GetProgramUniformLocations(context,
1931 program,
1932 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
1933 uniforms,
1934 locations,
1935 base_uniform_index);
1936 sampler_location_ = locations[0];
1937 mask_sampler_location_ = locations[1];
1938 alpha_location_ = locations[2];
1939 mask_tex_coord_scale_location_ = locations[3];
1940 mask_tex_coord_offset_location_ = locations[4];
1941 color_matrix_location_ = locations[5];
1942 color_offset_location_ = locations[6];
1943 BLEND_MODE_SET_LOCATIONS(locations, 7);
1946 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString(
1947 TexCoordPrecision precision,
1948 SamplerType sampler) const {
1949 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1952 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderHead() {
1953 return SHADER0([]() {
1954 precision mediump float;
1955 varying TexCoordPrecision vec2 v_texCoord;
1956 uniform sampler2D s_texture;
1957 uniform SamplerType s_mask;
1958 uniform vec2 maskTexCoordScale;
1959 uniform vec2 maskTexCoordOffset;
1960 uniform mat4 colorMatrix;
1961 uniform vec4 colorOffset;
1962 uniform float alpha;
1966 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody() {
1967 return SHADER0([]() {
1968 void main() {
1969 vec4 texColor = texture2D(s_texture, v_texCoord);
1970 float nonZeroAlpha = max(texColor.a, 0.00001);
1971 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
1972 texColor = colorMatrix * texColor + colorOffset;
1973 texColor.rgb *= texColor.a;
1974 texColor = clamp(texColor, 0.0, 1.0);
1975 TexCoordPrecision vec2 maskTexCoord =
1976 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
1977 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
1978 vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
1979 gl_FragColor = ApplyBlendMode(
1980 texColor * alpha * maskColor.w, maskColor.w);
1985 void FragmentShaderRGBATexAlphaMaskColorMatrix::FillLocations(
1986 ShaderLocations* locations) const {
1987 locations->sampler = sampler_location();
1988 locations->mask_sampler = mask_sampler_location();
1989 locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
1990 locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
1991 locations->alpha = alpha_location();
1992 locations->color_matrix = color_matrix_location();
1993 locations->color_offset = color_offset_location();
1994 locations->backdrop = backdrop_location();
1995 locations->backdrop_rect = backdrop_rect_location();
1996 if (mask_for_background())
1997 locations->original_backdrop = original_backdrop_location();
2000 FragmentShaderYUVVideo::FragmentShaderYUVVideo()
2001 : y_texture_location_(-1),
2002 u_texture_location_(-1),
2003 v_texture_location_(-1),
2004 alpha_location_(-1),
2005 yuv_matrix_location_(-1),
2006 yuv_adj_location_(-1),
2007 ya_clamp_rect_location_(-1),
2008 uv_clamp_rect_location_(-1) {
2011 void FragmentShaderYUVVideo::Init(GLES2Interface* context,
2012 unsigned program,
2013 int* base_uniform_index) {
2014 static const char* uniforms[] = {"y_texture",
2015 "u_texture",
2016 "v_texture",
2017 "alpha",
2018 "yuv_matrix",
2019 "yuv_adj",
2020 "ya_clamp_rect",
2021 "uv_clamp_rect"};
2022 int locations[arraysize(uniforms)];
2024 GetProgramUniformLocations(context,
2025 program,
2026 arraysize(uniforms),
2027 uniforms,
2028 locations,
2029 base_uniform_index);
2030 y_texture_location_ = locations[0];
2031 u_texture_location_ = locations[1];
2032 v_texture_location_ = locations[2];
2033 alpha_location_ = locations[3];
2034 yuv_matrix_location_ = locations[4];
2035 yuv_adj_location_ = locations[5];
2036 ya_clamp_rect_location_ = locations[6];
2037 uv_clamp_rect_location_ = locations[7];
2040 std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision,
2041 SamplerType sampler) const {
2042 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
2045 std::string FragmentShaderYUVVideo::GetShaderHead() {
2046 return SHADER0([]() {
2047 precision mediump float;
2048 precision mediump int;
2049 varying TexCoordPrecision vec2 v_texCoord;
2050 uniform SamplerType y_texture;
2051 uniform SamplerType u_texture;
2052 uniform SamplerType v_texture;
2053 uniform float alpha;
2054 uniform vec3 yuv_adj;
2055 uniform mat3 yuv_matrix;
2056 uniform vec4 ya_clamp_rect;
2057 uniform vec4 uv_clamp_rect;
2061 std::string FragmentShaderYUVVideo::GetShaderBody() {
2062 return SHADER0([]() {
2063 void main() {
2064 vec2 ya_clamped =
2065 max(ya_clamp_rect.xy, min(ya_clamp_rect.zw, v_texCoord));
2066 float y_raw = TextureLookup(y_texture, ya_clamped).x;
2067 vec2 uv_clamped =
2068 max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_texCoord));
2069 float u_unsigned = TextureLookup(u_texture, uv_clamped).x;
2070 float v_unsigned = TextureLookup(v_texture, uv_clamped).x;
2071 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
2072 vec3 rgb = yuv_matrix * yuv;
2073 gl_FragColor = vec4(rgb, 1.0) * alpha;
2078 FragmentShaderYUVAVideo::FragmentShaderYUVAVideo()
2079 : y_texture_location_(-1),
2080 u_texture_location_(-1),
2081 v_texture_location_(-1),
2082 a_texture_location_(-1),
2083 alpha_location_(-1),
2084 yuv_matrix_location_(-1),
2085 yuv_adj_location_(-1) {
2088 void FragmentShaderYUVAVideo::Init(GLES2Interface* context,
2089 unsigned program,
2090 int* base_uniform_index) {
2091 static const char* uniforms[] = {
2092 "y_texture",
2093 "u_texture",
2094 "v_texture",
2095 "a_texture",
2096 "alpha",
2097 "cc_matrix",
2098 "yuv_adj",
2099 "ya_clamp_rect",
2100 "uv_clamp_rect",
2102 int locations[arraysize(uniforms)];
2104 GetProgramUniformLocations(context,
2105 program,
2106 arraysize(uniforms),
2107 uniforms,
2108 locations,
2109 base_uniform_index);
2110 y_texture_location_ = locations[0];
2111 u_texture_location_ = locations[1];
2112 v_texture_location_ = locations[2];
2113 a_texture_location_ = locations[3];
2114 alpha_location_ = locations[4];
2115 yuv_matrix_location_ = locations[5];
2116 yuv_adj_location_ = locations[6];
2117 ya_clamp_rect_location_ = locations[7];
2118 uv_clamp_rect_location_ = locations[8];
2121 std::string FragmentShaderYUVAVideo::GetShaderString(
2122 TexCoordPrecision precision,
2123 SamplerType sampler) const {
2124 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
2127 std::string FragmentShaderYUVAVideo::GetShaderHead() {
2128 return SHADER0([]() {
2129 precision mediump float;
2130 precision mediump int;
2131 varying TexCoordPrecision vec2 v_texCoord;
2132 uniform SamplerType y_texture;
2133 uniform SamplerType u_texture;
2134 uniform SamplerType v_texture;
2135 uniform SamplerType a_texture;
2136 uniform float alpha;
2137 uniform vec3 yuv_adj;
2138 uniform mat3 yuv_matrix;
2139 uniform vec4 ya_clamp_rect;
2140 uniform vec4 uv_clamp_rect;
2144 std::string FragmentShaderYUVAVideo::GetShaderBody() {
2145 return SHADER0([]() {
2146 void main() {
2147 vec2 ya_clamped =
2148 max(ya_clamp_rect.xy, min(ya_clamp_rect.zw, v_texCoord));
2149 float y_raw = TextureLookup(y_texture, ya_clamped).x;
2150 vec2 uv_clamped =
2151 max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_texCoord));
2152 float u_unsigned = TextureLookup(u_texture, uv_clamped).x;
2153 float v_unsigned = TextureLookup(v_texture, uv_clamped).x;
2154 float a_raw = TextureLookup(a_texture, ya_clamped).x;
2155 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
2156 vec3 rgb = yuv_matrix * yuv;
2157 gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw);
2162 FragmentShaderColor::FragmentShaderColor() : color_location_(-1) {
2165 void FragmentShaderColor::Init(GLES2Interface* context,
2166 unsigned program,
2167 int* base_uniform_index) {
2168 static const char* uniforms[] = {
2169 "color",
2171 int locations[arraysize(uniforms)];
2173 GetProgramUniformLocations(context,
2174 program,
2175 arraysize(uniforms),
2176 uniforms,
2177 locations,
2178 base_uniform_index);
2179 color_location_ = locations[0];
2182 std::string FragmentShaderColor::GetShaderString(TexCoordPrecision precision,
2183 SamplerType sampler) const {
2184 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
2187 std::string FragmentShaderColor::GetShaderHead() {
2188 return SHADER0([]() {
2189 precision mediump float;
2190 uniform vec4 color;
2194 std::string FragmentShaderColor::GetShaderBody() {
2195 return SHADER0([]() {
2196 void main() { gl_FragColor = color; }
2200 FragmentShaderColorAA::FragmentShaderColorAA() : color_location_(-1) {
2203 void FragmentShaderColorAA::Init(GLES2Interface* context,
2204 unsigned program,
2205 int* base_uniform_index) {
2206 static const char* uniforms[] = {
2207 "color",
2209 int locations[arraysize(uniforms)];
2211 GetProgramUniformLocations(context,
2212 program,
2213 arraysize(uniforms),
2214 uniforms,
2215 locations,
2216 base_uniform_index);
2217 color_location_ = locations[0];
2220 std::string FragmentShaderColorAA::GetShaderString(TexCoordPrecision precision,
2221 SamplerType sampler) const {
2222 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
2225 std::string FragmentShaderColorAA::GetShaderHead() {
2226 return SHADER0([]() {
2227 precision mediump float;
2228 uniform vec4 color;
2229 varying vec4 edge_dist[2]; // 8 edge distances.
2233 std::string FragmentShaderColorAA::GetShaderBody() {
2234 return SHADER0([]() {
2235 void main() {
2236 vec4 d4 = min(edge_dist[0], edge_dist[1]);
2237 vec2 d2 = min(d4.xz, d4.yw);
2238 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
2239 gl_FragColor = color * aa;
2244 FragmentShaderCheckerboard::FragmentShaderCheckerboard()
2245 : alpha_location_(-1),
2246 tex_transform_location_(-1),
2247 frequency_location_(-1) {
2250 void FragmentShaderCheckerboard::Init(GLES2Interface* context,
2251 unsigned program,
2252 int* base_uniform_index) {
2253 static const char* uniforms[] = {
2254 "alpha", "texTransform", "frequency", "color",
2256 int locations[arraysize(uniforms)];
2258 GetProgramUniformLocations(context,
2259 program,
2260 arraysize(uniforms),
2261 uniforms,
2262 locations,
2263 base_uniform_index);
2264 alpha_location_ = locations[0];
2265 tex_transform_location_ = locations[1];
2266 frequency_location_ = locations[2];
2267 color_location_ = locations[3];
2270 std::string FragmentShaderCheckerboard::GetShaderString(
2271 TexCoordPrecision precision,
2272 SamplerType sampler) const {
2273 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
2276 std::string FragmentShaderCheckerboard::GetShaderHead() {
2277 return SHADER0([]() {
2278 precision mediump float;
2279 precision mediump int;
2280 varying vec2 v_texCoord;
2281 uniform float alpha;
2282 uniform float frequency;
2283 uniform vec4 texTransform;
2284 uniform vec4 color;
2288 std::string FragmentShaderCheckerboard::GetShaderBody() {
2289 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide"
2290 // by Munshi, Ginsburg, Shreiner.
2291 return SHADER0([]() {
2292 void main() {
2293 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0);
2294 vec4 color2 = color;
2295 vec2 texCoord =
2296 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy;
2297 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
2298 float picker = abs(coord.x - coord.y); // NOLINT
2299 gl_FragColor = mix(color1, color2, picker) * alpha;
2304 } // namespace cc