ShaderChromium.cpp [plain text]
#include "config.h"
#if USE(ACCELERATED_COMPOSITING)
#include "ShaderChromium.h"
#include "GraphicsContext.h"
#include "GraphicsContext3D.h"
#define SHADER0(Src) #Src
#define SHADER(Src) SHADER0(Src)
namespace WebCore {
VertexShaderPosTex::VertexShaderPosTex()
: m_matrixLocation(-1)
{
}
void VertexShaderPosTex::init(GraphicsContext3D* context, unsigned program)
{
m_matrixLocation = context->getUniformLocation(program, "matrix");
ASSERT(m_matrixLocation != -1);
}
String VertexShaderPosTex::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
varying vec2 v_texCoord;
void main()
{
gl_Position = matrix * a_position;
v_texCoord = a_texCoord;
}
);
}
VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch()
: m_matrixLocation(-1)
, m_yWidthScaleFactorLocation(-1)
, m_uvWidthScaleFactorLocation(-1)
{
}
void VertexShaderPosTexYUVStretch::init(GraphicsContext3D* context, unsigned program)
{
m_matrixLocation = context->getUniformLocation(program, "matrix");
m_yWidthScaleFactorLocation = context->getUniformLocation(program, "y_widthScaleFactor");
m_uvWidthScaleFactorLocation = context->getUniformLocation(program, "uv_widthScaleFactor");
ASSERT(m_matrixLocation != -1 && m_yWidthScaleFactorLocation != -1 && m_uvWidthScaleFactorLocation != -1);
}
String VertexShaderPosTexYUVStretch::getShaderString() const
{
return SHADER(
precision mediump float;
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
varying vec2 y_texCoord;
varying vec2 uv_texCoord;
uniform float y_widthScaleFactor;
uniform float uv_widthScaleFactor;
void main()
{
gl_Position = matrix * a_position;
y_texCoord = vec2(y_widthScaleFactor * a_texCoord.x, a_texCoord.y);
uv_texCoord = vec2(uv_widthScaleFactor * a_texCoord.x, a_texCoord.y);
}
);
}
VertexShaderPos::VertexShaderPos()
: m_matrixLocation(-1)
{
}
void VertexShaderPos::init(GraphicsContext3D* context, unsigned program)
{
m_matrixLocation = context->getUniformLocation(program, "matrix");
ASSERT(m_matrixLocation != -1);
}
String VertexShaderPos::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
uniform mat4 matrix;
void main()
{
gl_Position = matrix * a_position;
}
);
}
VertexShaderPosTexTransform::VertexShaderPosTexTransform()
: m_matrixLocation(-1)
, m_texTransformLocation(-1)
{
}
void VertexShaderPosTexTransform::init(GraphicsContext3D* context, unsigned program)
{
m_matrixLocation = context->getUniformLocation(program, "matrix");
m_texTransformLocation = context->getUniformLocation(program, "texTransform");
ASSERT(m_matrixLocation != -1 && m_texTransformLocation != -1);
}
String VertexShaderPosTexTransform::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
uniform vec4 texTransform;
varying vec2 v_texCoord;
void main()
{
gl_Position = matrix * a_position;
v_texCoord = a_texCoord * texTransform.zw + texTransform.xy;
}
);
}
VertexShaderQuad::VertexShaderQuad()
: m_matrixLocation(-1)
, m_pointLocation(-1)
{
}
String VertexShaderPosTexIdentity::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
varying vec2 v_texCoord;
void main()
{
gl_Position = a_position;
v_texCoord = (a_position.xy + vec2(1.0)) * 0.5;
}
);
}
void VertexShaderQuad::init(GraphicsContext3D* context, unsigned program)
{
m_matrixLocation = context->getUniformLocation(program, "matrix");
m_pointLocation = context->getUniformLocation(program, "point");
ASSERT(m_matrixLocation != -1 && m_pointLocation != -1);
}
String VertexShaderQuad::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
uniform vec2 point[4];
varying vec2 v_texCoord;
void main()
{
vec2 complement = abs(a_texCoord - 1.0);
vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w);
pos.xy += (complement.x * complement.y) * point[0];
pos.xy += (a_texCoord.x * complement.y) * point[1];
pos.xy += (a_texCoord.x * a_texCoord.y) * point[2];
pos.xy += (complement.x * a_texCoord.y) * point[3];
gl_Position = matrix * pos;
v_texCoord = pos.xy + vec2(0.5);
}
);
}
VertexShaderTile::VertexShaderTile()
: m_matrixLocation(-1)
, m_pointLocation(-1)
, m_vertexTexTransformLocation(-1)
{
}
void VertexShaderTile::init(GraphicsContext3D* context, unsigned program)
{
m_matrixLocation = context->getUniformLocation(program, "matrix");
m_pointLocation = context->getUniformLocation(program, "point");
m_vertexTexTransformLocation = context->getUniformLocation(program, "vertexTexTransform");
ASSERT(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransformLocation != -1);
}
String VertexShaderTile::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
uniform vec2 point[4];
uniform vec4 vertexTexTransform;
varying vec2 v_texCoord;
void main()
{
vec2 complement = abs(a_texCoord - 1.0);
vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w);
pos.xy += (complement.x * complement.y) * point[0];
pos.xy += (a_texCoord.x * complement.y) * point[1];
pos.xy += (a_texCoord.x * a_texCoord.y) * point[2];
pos.xy += (complement.x * a_texCoord.y) * point[3];
gl_Position = matrix * pos;
v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy;
}
);
}
VertexShaderVideoTransform::VertexShaderVideoTransform()
: m_matrixLocation(-1)
, m_texTransformLocation(-1)
, m_texMatrixLocation(-1)
{
}
bool VertexShaderVideoTransform::init(GraphicsContext3D* context, unsigned program)
{
m_matrixLocation = context->getUniformLocation(program, "matrix");
m_texTransformLocation = context->getUniformLocation(program, "texTransform");
m_texMatrixLocation = context->getUniformLocation(program, "texMatrix");
return m_matrixLocation != -1 && m_texTransformLocation != -1 && m_texMatrixLocation != -1;
}
String VertexShaderVideoTransform::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
uniform vec4 texTransform;
uniform mat4 texMatrix;
varying vec2 v_texCoord;
void main()
{
gl_Position = matrix * a_position;
vec2 texCoord = vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0));
v_texCoord = texCoord * texTransform.zw + texTransform.xy;
}
);
}
FragmentTexAlphaBinding::FragmentTexAlphaBinding()
: m_samplerLocation(-1)
, m_alphaLocation(-1)
{
}
void FragmentTexAlphaBinding::init(GraphicsContext3D* context, unsigned program)
{
m_samplerLocation = context->getUniformLocation(program, "s_texture");
m_alphaLocation = context->getUniformLocation(program, "alpha");
ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1);
}
FragmentTexOpaqueBinding::FragmentTexOpaqueBinding()
: m_samplerLocation(-1)
{
}
void FragmentTexOpaqueBinding::init(GraphicsContext3D* context, unsigned program)
{
m_samplerLocation = context->getUniformLocation(program, "s_texture");
ASSERT(m_samplerLocation != -1);
}
String FragmentShaderRGBATexFlipAlpha::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
void main()
{
vec4 texColor = texture2D(s_texture, vec2(v_texCoord.x, 1.0 - v_texCoord.y));
gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha;
}
);
}
bool FragmentShaderOESImageExternal::init(GraphicsContext3D* context, unsigned program)
{
m_samplerLocation = context->getUniformLocation(program, "s_texture");
return m_samplerLocation != -1;
}
String FragmentShaderOESImageExternal::getShaderString() const
{
return "#extension GL_OES_EGL_image_external : require \n"
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform samplerExternalOES s_texture;\n"
"void main()\n"
"{\n"
" vec4 texColor = texture2D(s_texture, v_texCoord);\n"
" gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w);\n"
"}\n";
}
String FragmentShaderRGBATexAlpha::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
void main()
{
vec4 texColor = texture2D(s_texture, v_texCoord);
gl_FragColor = texColor * alpha;
}
);
}
String FragmentShaderRGBATexRectFlipAlpha::getShaderString() const
{
return "#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform vec4 texTransform;\n"
"uniform sampler2DRect s_texture;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" vec4 texColor = texture2DRect(s_texture, vec2(v_texCoord.x, texTransform.w - v_texCoord.y));\n"
" gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha;\n"
"}\n";
}
String FragmentShaderRGBATexRectAlpha::getShaderString() const
{
return "#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2DRect s_texture;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" vec4 texColor = texture2DRect(s_texture, v_texCoord);\n"
" gl_FragColor = texColor * alpha;\n"
"}\n";
}
String FragmentShaderRGBATexOpaque::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
vec4 texColor = texture2D(s_texture, v_texCoord);
gl_FragColor = vec4(texColor.rgb, 1.0);
}
);
}
String FragmentShaderRGBATex::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = texture2D(s_texture, v_texCoord);
}
);
}
String FragmentShaderRGBATexSwizzleAlpha::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
void main()
{
vec4 texColor = texture2D(s_texture, v_texCoord);
gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha;
}
);
}
String FragmentShaderRGBATexSwizzleOpaque::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
vec4 texColor = texture2D(s_texture, v_texCoord);
gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0);
}
);
}
FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
: m_samplerLocation(-1)
, m_alphaLocation(-1)
, m_edgeLocation(-1)
{
}
void FragmentShaderRGBATexAlphaAA::init(GraphicsContext3D* context, unsigned program)
{
m_samplerLocation = context->getUniformLocation(program, "s_texture");
m_alphaLocation = context->getUniformLocation(program, "alpha");
m_edgeLocation = context->getUniformLocation(program, "edge");
ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
}
String FragmentShaderRGBATexAlphaAA::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
uniform vec3 edge[8];
void main()
{
vec4 texColor = texture2D(s_texture, v_texCoord);
vec3 pos = vec3(gl_FragCoord.xy, 1);
float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
}
);
}
FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
: m_samplerLocation(-1)
, m_alphaLocation(-1)
, m_fragmentTexTransformLocation(-1)
, m_edgeLocation(-1)
{
}
void FragmentTexClampAlphaAABinding::init(GraphicsContext3D* context, unsigned program)
{
m_samplerLocation = context->getUniformLocation(program, "s_texture");
m_alphaLocation = context->getUniformLocation(program, "alpha");
m_fragmentTexTransformLocation = context->getUniformLocation(program, "fragmentTexTransform");
m_edgeLocation = context->getUniformLocation(program, "edge");
ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTransformLocation != -1 && m_edgeLocation != -1);
}
String FragmentShaderRGBATexClampAlphaAA::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
uniform vec4 fragmentTexTransform;
uniform vec3 edge[8];
void main()
{
vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy;
vec4 texColor = texture2D(s_texture, texCoord);
vec3 pos = vec3(gl_FragCoord.xy, 1);
float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
}
);
}
String FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
uniform vec4 fragmentTexTransform;
uniform vec3 edge[8];
void main()
{
vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy;
vec4 texColor = texture2D(s_texture, texCoord);
vec3 pos = vec3(gl_FragCoord.xy, 1);
float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
}
);
}
FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask()
: m_samplerLocation(-1)
, m_maskSamplerLocation(-1)
, m_alphaLocation(-1)
{
}
void FragmentShaderRGBATexAlphaMask::init(GraphicsContext3D* context, unsigned program)
{
m_samplerLocation = context->getUniformLocation(program, "s_texture");
m_maskSamplerLocation = context->getUniformLocation(program, "s_mask");
m_alphaLocation = context->getUniformLocation(program, "alpha");
ASSERT(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1);
}
String FragmentShaderRGBATexAlphaMask::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform sampler2D s_mask;
uniform float alpha;
void main()
{
vec4 texColor = texture2D(s_texture, v_texCoord);
vec4 maskColor = texture2D(s_mask, v_texCoord);
gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha * maskColor.w;
}
);
}
FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
: m_samplerLocation(-1)
, m_maskSamplerLocation(-1)
, m_alphaLocation(-1)
, m_edgeLocation(-1)
{
}
void FragmentShaderRGBATexAlphaMaskAA::init(GraphicsContext3D* context, unsigned program)
{
m_samplerLocation = context->getUniformLocation(program, "s_texture");
m_maskSamplerLocation = context->getUniformLocation(program, "s_mask");
m_alphaLocation = context->getUniformLocation(program, "alpha");
m_edgeLocation = context->getUniformLocation(program, "edge");
ASSERT(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
}
String FragmentShaderRGBATexAlphaMaskAA::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform sampler2D s_mask;
uniform float alpha;
uniform vec3 edge[8];
void main()
{
vec4 texColor = texture2D(s_texture, v_texCoord);
vec4 maskColor = texture2D(s_mask, v_texCoord);
vec3 pos = vec3(gl_FragCoord.xy, 1);
float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha * maskColor.w * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
}
);
}
FragmentShaderYUVVideo::FragmentShaderYUVVideo()
: m_yTextureLocation(-1)
, m_uTextureLocation(-1)
, m_vTextureLocation(-1)
, m_alphaLocation(-1)
, m_ccMatrixLocation(-1)
, m_yuvAdjLocation(-1)
{
}
void FragmentShaderYUVVideo::init(GraphicsContext3D* context, unsigned program)
{
m_yTextureLocation = context->getUniformLocation(program, "y_texture");
m_uTextureLocation = context->getUniformLocation(program, "u_texture");
m_vTextureLocation = context->getUniformLocation(program, "v_texture");
m_alphaLocation = context->getUniformLocation(program, "alpha");
m_ccMatrixLocation = context->getUniformLocation(program, "cc_matrix");
m_yuvAdjLocation = context->getUniformLocation(program, "yuv_adj");
ASSERT(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLocation != -1
&& m_alphaLocation != -1 && m_ccMatrixLocation != -1 && m_yuvAdjLocation != -1);
}
String FragmentShaderYUVVideo::getShaderString() const
{
return SHADER(
precision mediump float;
precision mediump int;
varying vec2 y_texCoord;
varying vec2 uv_texCoord;
uniform sampler2D y_texture;
uniform sampler2D u_texture;
uniform sampler2D v_texture;
uniform float alpha;
uniform vec3 yuv_adj;
uniform mat3 cc_matrix;
void main()
{
float y_raw = texture2D(y_texture, y_texCoord).x;
float u_unsigned = texture2D(u_texture, uv_texCoord).x;
float v_unsigned = texture2D(v_texture, uv_texCoord).x;
vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
vec3 rgb = cc_matrix * yuv;
gl_FragColor = vec4(rgb, float(1)) * alpha;
}
);
}
FragmentShaderColor::FragmentShaderColor()
: m_colorLocation(-1)
{
}
void FragmentShaderColor::init(GraphicsContext3D* context, unsigned program)
{
m_colorLocation = context->getUniformLocation(program, "color");
ASSERT(m_colorLocation != -1);
}
String FragmentShaderColor::getShaderString() const
{
return SHADER(
precision mediump float;
uniform vec4 color;
void main()
{
gl_FragColor = color;
}
);
}
FragmentShaderCheckerboard::FragmentShaderCheckerboard()
: m_alphaLocation(-1)
, m_texTransformLocation(-1)
, m_frequencyLocation(-1)
{
}
void FragmentShaderCheckerboard::init(GraphicsContext3D* context, unsigned program)
{
m_alphaLocation = context->getUniformLocation(program, "alpha");
m_texTransformLocation = context->getUniformLocation(program, "texTransform");
m_frequencyLocation = context->getUniformLocation(program, "frequency");
ASSERT(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyLocation != -1);
}
String FragmentShaderCheckerboard::getShaderString() const
{
return SHADER(
precision mediump float;
precision mediump int;
varying vec2 v_texCoord;
uniform float alpha;
uniform float frequency;
uniform vec4 texTransform;
void main()
{
vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0);
vec4 color2 = vec4(0.945, 0.945, 0.945, 1.0);
vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy;
vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
float picker = abs(coord.x - coord.y);
gl_FragColor = mix(color1, color2, picker) * alpha;
}
);
}
}
#endif // USE(ACCELERATED_COMPOSITING)