mirror of
https://github.com/mozilla/gecko-dev.git
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542 lines
17 KiB
C++
542 lines
17 KiB
C++
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "OGLShaderProgram.h"
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#include <stdint.h> // for uint32_t
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#include <sstream> // for ostringstream
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#include "gfxRect.h" // for gfxRect
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#include "mozilla/DebugOnly.h" // for DebugOnly
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#include "nsAString.h"
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#include "nsAutoPtr.h" // for nsRefPtr
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#include "nsString.h" // for nsAutoCString
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#include "prenv.h" // for PR_GetEnv
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#include "Layers.h"
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#include "GLContext.h"
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struct gfxRGBA;
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namespace mozilla {
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namespace layers {
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using namespace std;
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typedef ProgramProfileOGL::Argument Argument;
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#define GAUSSIAN_KERNEL_HALF_WIDTH 11
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#define GAUSSIAN_KERNEL_STEP 0.2
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void
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AddUniforms(ProgramProfileOGL& aProfile)
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{
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static const char *sKnownUniformNames[] = {
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"uLayerTransform",
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"uMaskQuadTransform",
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"uLayerQuadTransform",
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"uMatrixProj",
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"uTextureTransform",
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"uRenderTargetOffset",
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"uLayerOpacity",
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"uTexture",
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"uYTexture",
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"uCbTexture",
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"uCrTexture",
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"uBlackTexture",
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"uWhiteTexture",
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"uMaskTexture",
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"uRenderColor",
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"uTexCoordMultiplier",
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"uTexturePass2",
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nullptr
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};
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for (int i = 0; sKnownUniformNames[i] != nullptr; ++i) {
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aProfile.mUniforms[i].mNameString = sKnownUniformNames[i];
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aProfile.mUniforms[i].mName = (KnownUniform::KnownUniformName) i;
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}
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}
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void
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ShaderConfigOGL::SetRenderColor(bool aEnabled)
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{
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SetFeature(ENABLE_RENDER_COLOR, aEnabled);
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}
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void
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ShaderConfigOGL::SetTextureTarget(GLenum aTarget)
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{
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SetFeature(ENABLE_TEXTURE_EXTERNAL | ENABLE_TEXTURE_RECT, false);
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switch (aTarget) {
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case LOCAL_GL_TEXTURE_EXTERNAL:
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SetFeature(ENABLE_TEXTURE_EXTERNAL, true);
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break;
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case LOCAL_GL_TEXTURE_RECTANGLE_ARB:
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SetFeature(ENABLE_TEXTURE_RECT, true);
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break;
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}
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}
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void
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ShaderConfigOGL::SetRBSwap(bool aEnabled)
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{
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SetFeature(ENABLE_TEXTURE_RB_SWAP, aEnabled);
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}
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void
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ShaderConfigOGL::SetNoAlpha(bool aEnabled)
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{
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SetFeature(ENABLE_TEXTURE_NO_ALPHA, aEnabled);
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}
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void
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ShaderConfigOGL::SetOpacity(bool aEnabled)
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{
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SetFeature(ENABLE_OPACITY, aEnabled);
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}
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void
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ShaderConfigOGL::SetYCbCr(bool aEnabled)
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{
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SetFeature(ENABLE_TEXTURE_YCBCR, aEnabled);
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}
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void
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ShaderConfigOGL::SetComponentAlpha(bool aEnabled)
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{
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SetFeature(ENABLE_TEXTURE_COMPONENT_ALPHA, aEnabled);
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}
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void
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ShaderConfigOGL::SetColorMatrix(bool aEnabled)
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{
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SetFeature(ENABLE_COLOR_MATRIX, aEnabled);
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}
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void
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ShaderConfigOGL::SetBlur(bool aEnabled)
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{
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SetFeature(ENABLE_BLUR, aEnabled);
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}
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void
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ShaderConfigOGL::SetMask2D(bool aEnabled)
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{
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SetFeature(ENABLE_MASK_2D, aEnabled);
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}
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void
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ShaderConfigOGL::SetMask3D(bool aEnabled)
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{
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SetFeature(ENABLE_MASK_3D, aEnabled);
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}
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/* static */ ProgramProfileOGL
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ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
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{
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ProgramProfileOGL result;
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ostringstream fs, vs;
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AddUniforms(result);
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vs << "uniform mat4 uMatrixProj;" << endl;
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vs << "uniform mat4 uLayerQuadTransform;" << endl;
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vs << "uniform mat4 uLayerTransform;" << endl;
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vs << "uniform vec4 uRenderTargetOffset;" << endl;
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vs << "attribute vec4 aVertexCoord;" << endl;
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if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
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vs << "uniform mat4 uTextureTransform;" << endl;
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vs << "attribute vec2 aTexCoord;" << endl;
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vs << "varying vec2 vTexCoord;" << endl;
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}
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if (aConfig.mFeatures & ENABLE_MASK_2D ||
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aConfig.mFeatures & ENABLE_MASK_3D) {
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vs << "uniform mat4 uMaskQuadTransform;" << endl;
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vs << "varying vec3 vMaskCoord;" << endl;
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}
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vs << "void main() {" << endl;
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vs << " vec4 finalPosition = aVertexCoord;" << endl;
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vs << " finalPosition = uLayerQuadTransform * finalPosition;" << endl;
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vs << " finalPosition = uLayerTransform * finalPosition;" << endl;
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vs << " finalPosition.xyz /= finalPosition.w;" << endl;
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if (aConfig.mFeatures & ENABLE_MASK_3D) {
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vs << " vMaskCoord.xy = (uMaskQuadTransform * vec4(finalPosition.xyz, 1.0)).xy;" << endl;
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// correct for perspective correct interpolation, see comment in D3D10 shader
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vs << " vMaskCoord.z = 1.0;" << endl;
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vs << " vMaskCoord *= finalPosition.w;" << endl;
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} else if (aConfig.mFeatures & ENABLE_MASK_2D) {
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vs << " vMaskCoord.xy = (uMaskQuadTransform * finalPosition).xy;" << endl;
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}
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vs << " finalPosition = finalPosition - uRenderTargetOffset;" << endl;
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vs << " finalPosition.xyz *= finalPosition.w;" << endl;
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vs << " finalPosition = uMatrixProj * finalPosition;" << endl;
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if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
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vs << " vTexCoord = (uTextureTransform * vec4(aTexCoord.x, aTexCoord.y, 0.0, 1.0)).xy;" << endl;
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}
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vs << " gl_Position = finalPosition;" << endl;
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vs << "}" << endl;
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if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
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fs << "#extension GL_ARB_texture_rectangle : require" << endl;
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}
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if (aConfig.mFeatures & ENABLE_TEXTURE_EXTERNAL) {
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fs << "#extension GL_OES_EGL_image_external : require" << endl;
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}
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fs << "#ifdef GL_ES" << endl;
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fs << "precision mediump float;" << endl;
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fs << "#define COLOR_PRECISION lowp" << endl;
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fs << "#else" << endl;
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fs << "#define COLOR_PRECISION" << endl;
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fs << "#endif" << endl;
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if (aConfig.mFeatures & ENABLE_RENDER_COLOR) {
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fs << "uniform COLOR_PRECISION vec4 uRenderColor;" << endl;
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} else {
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// for tiling, texcoord can be greater than the lowfp range
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fs << "varying vec2 vTexCoord;" << endl;
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if (aConfig.mFeatures & ENABLE_BLUR) {
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fs << "uniform bool uBlurAlpha;" << endl;
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fs << "uniform vec2 uBlurRadius;" << endl;
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fs << "uniform vec2 uBlurOffset;" << endl;
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fs << "uniform float uBlurGaussianKernel[" << GAUSSIAN_KERNEL_HALF_WIDTH << "];" << endl;
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}
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if (aConfig.mFeatures & ENABLE_COLOR_MATRIX) {
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fs << "uniform mat4 uColorMatrix;" << endl;
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fs << "uniform vec4 uColorMatrixVector;" << endl;
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}
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if (aConfig.mFeatures & ENABLE_OPACITY) {
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fs << "uniform COLOR_PRECISION float uLayerOpacity;" << endl;
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}
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}
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const char *sampler2D = "sampler2D";
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const char *texture2D = "texture2D";
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if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
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fs << "uniform vec2 uTexCoordMultiplier;" << endl;
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sampler2D = "sampler2DRect";
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texture2D = "texture2DRect";
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}
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if (aConfig.mFeatures & ENABLE_TEXTURE_EXTERNAL) {
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sampler2D = "samplerExternalOES";
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}
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if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) {
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fs << "uniform sampler2D uYTexture;" << endl;
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fs << "uniform sampler2D uCbTexture;" << endl;
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fs << "uniform sampler2D uCrTexture;" << endl;
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} else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) {
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fs << "uniform sampler2D uBlackTexture;" << endl;
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fs << "uniform sampler2D uWhiteTexture;" << endl;
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fs << "uniform bool uTexturePass2;" << endl;
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} else {
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fs << "uniform " << sampler2D << " uTexture;" << endl;
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}
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if (aConfig.mFeatures & ENABLE_MASK_2D ||
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aConfig.mFeatures & ENABLE_MASK_3D) {
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fs << "varying vec3 vMaskCoord;" << endl;
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fs << "uniform sampler2D uMaskTexture;" << endl;
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}
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if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
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fs << "vec4 sample(vec2 coord) {" << endl;
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fs << " vec4 color;" << endl;
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if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) {
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fs << " COLOR_PRECISION float y = texture2D(uYTexture, coord).r;" << endl;
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fs << " COLOR_PRECISION float cb = texture2D(uCbTexture, coord).r;" << endl;
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fs << " COLOR_PRECISION float cr = texture2D(uCrTexture, coord).r;" << endl;
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fs << " y = (y - 0.0625) * 1.164;" << endl;
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fs << " cb = cb - 0.5;" << endl;
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fs << " cr = cr - 0.5;" << endl;
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fs << " color.r = y + cr * 1.596;" << endl;
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fs << " color.g = y - 0.813 * cr - 0.391 * cb;" << endl;
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fs << " color.b = y + cb * 2.018;" << endl;
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fs << " color.a = 1.0;" << endl;
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} else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) {
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fs << " COLOR_PRECISION vec3 onBlack = texture2D(uBlackTexture, coord).rgb;" << endl;
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fs << " COLOR_PRECISION vec3 onWhite = texture2D(uWhiteTexture, coord).rgb;" << endl;
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fs << " COLOR_PRECISION vec4 alphas = (1.0 - onWhite + onBlack).rgbg;" << endl;
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fs << " if (uTexturePass2)" << endl;
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fs << " color = vec4(onBlack, alphas.a);" << endl;
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fs << " else" << endl;
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fs << " color = alphas;" << endl;
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} else {
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fs << " color = " << texture2D << "(uTexture, coord);" << endl;
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}
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if (aConfig.mFeatures & ENABLE_TEXTURE_RB_SWAP) {
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fs << " color = color.bgra;" << endl;
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}
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if (aConfig.mFeatures & ENABLE_TEXTURE_NO_ALPHA) {
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fs << " color = vec4(color.rgb, 1.0);" << endl;
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}
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fs << " return color;" << endl;
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fs << "}" << endl;
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if (aConfig.mFeatures & ENABLE_BLUR) {
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fs << "vec4 sampleAtRadius(vec2 coord, float radius) {" << endl;
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fs << " coord += uBlurOffset;" << endl;
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fs << " coord += radius * uBlurRadius;" << endl;
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fs << " if (coord.x < 0. || coord.y < 0. || coord.x > 1. || coord.y > 1.)" << endl;
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fs << " return vec4(0, 0, 0, 0);" << endl;
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fs << " return sample(coord);" << endl;
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fs << "}" << endl;
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fs << "vec4 blur(vec4 color, vec2 coord) {" << endl;
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fs << " vec4 total = color * uBlurGaussianKernel[0];" << endl;
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fs << " for (int i = 1; i < " << GAUSSIAN_KERNEL_HALF_WIDTH << "; ++i) {" << endl;
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fs << " float r = float(i) * " << GAUSSIAN_KERNEL_STEP << " << endl;" << endl;
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fs << " float k = uBlurGaussianKernel[i];" << endl;
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fs << " total += sampleAtRadius(coord, r) * k;" << endl;
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fs << " total += sampleAtRadius(coord, -r) * k;" << endl;
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fs << " }" << endl;
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fs << " if (uBlurAlpha) {" << endl;
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fs << " color *= total.a;" << endl;
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fs << " } else {" << endl;
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fs << " color = total;" << endl;
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fs << " }" << endl;
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fs << " return color;" << endl;
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fs << "}" << endl;
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}
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}
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fs << "void main() {" << endl;
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if (aConfig.mFeatures & ENABLE_RENDER_COLOR) {
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fs << " vec4 color = uRenderColor;" << endl;
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} else {
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if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
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fs << " vec4 color = sample(vTexCoord * uTexCoordMultiplier);" << endl;
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} else {
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fs << " vec4 color = sample(vTexCoord);" << endl;
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}
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if (aConfig.mFeatures & ENABLE_BLUR) {
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fs << " color = blur(color, vTexCoord);" << endl;
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}
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if (aConfig.mFeatures & ENABLE_COLOR_MATRIX) {
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fs << " color = uColorMatrix * vec4(color.rgb / color.a, color.a) + uColorMatrixVector;" << endl;
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fs << " color.rgb *= color.a;" << endl;
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}
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if (aConfig.mFeatures & ENABLE_OPACITY) {
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fs << " color *= uLayerOpacity;" << endl;
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}
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}
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if (aConfig.mFeatures & ENABLE_MASK_3D) {
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fs << " vec2 maskCoords = vMaskCoord.xy / vMaskCoord.z;" << endl;
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fs << " COLOR_PRECISION float mask = texture2D(uMaskTexture, maskCoords).r;" << endl;
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fs << " color *= mask;" << endl;
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} else if (aConfig.mFeatures & ENABLE_MASK_2D) {
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fs << " COLOR_PRECISION float mask = texture2D(uMaskTexture, vMaskCoord.xy).r;" << endl;
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fs << " color *= mask;" << endl;
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} else {
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fs << " COLOR_PRECISION float mask = 1.0;" << endl;
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fs << " color *= mask;" << endl;
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}
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fs << " gl_FragColor = color;" << endl;
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fs << "}" << endl;
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result.mVertexShaderString = vs.str();
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result.mFragmentShaderString = fs.str();
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result.mAttributes.AppendElement(Argument("aVertexCoord"));
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if (aConfig.mFeatures & ENABLE_RENDER_COLOR) {
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result.mTextureCount = 0;
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} else {
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result.mAttributes.AppendElement(Argument("aTexCoord"));
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if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) {
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result.mTextureCount = 3;
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} else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) {
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result.mTextureCount = 2;
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} else {
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result.mTextureCount = 1;
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}
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}
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if (aConfig.mFeatures & ENABLE_MASK_2D ||
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aConfig.mFeatures & ENABLE_MASK_3D) {
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result.mTextureCount = 1;
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}
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return result;
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}
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const char* const ShaderProgramOGL::VertexCoordAttrib = "aVertexCoord";
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const char* const ShaderProgramOGL::TexCoordAttrib = "aTexCoord";
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ShaderProgramOGL::ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile)
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: mGL(aGL)
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, mProgram(0)
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, mProfile(aProfile)
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, mProgramState(STATE_NEW)
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{
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}
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ShaderProgramOGL::~ShaderProgramOGL()
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{
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if (mProgram <= 0) {
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return;
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}
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nsRefPtr<GLContext> ctx = mGL->GetSharedContext();
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if (!ctx) {
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ctx = mGL;
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}
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ctx->MakeCurrent();
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ctx->fDeleteProgram(mProgram);
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}
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bool
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ShaderProgramOGL::Initialize()
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{
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NS_ASSERTION(mProgramState == STATE_NEW, "Shader program has already been initialised");
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ostringstream vs, fs;
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for (uint32_t i = 0; i < mProfile.mDefines.Length(); ++i) {
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vs << mProfile.mDefines[i] << endl;
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fs << mProfile.mDefines[i] << endl;
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}
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vs << mProfile.mVertexShaderString << endl;
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fs << mProfile.mFragmentShaderString << endl;
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if (!CreateProgram(vs.str().c_str(), fs.str().c_str())) {
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mProgramState = STATE_ERROR;
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return false;
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}
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mProgramState = STATE_OK;
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for (uint32_t i = 0; i < KnownUniform::KnownUniformCount; ++i) {
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mProfile.mUniforms[i].mLocation =
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mGL->fGetUniformLocation(mProgram, mProfile.mUniforms[i].mNameString);
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}
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for (uint32_t i = 0; i < mProfile.mAttributes.Length(); ++i) {
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mProfile.mAttributes[i].mLocation =
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mGL->fGetAttribLocation(mProgram, mProfile.mAttributes[i].mName);
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NS_ASSERTION(mProfile.mAttributes[i].mLocation >= 0, "Bad attribute location.");
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}
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//mProfile.mHasMatrixProj = mProfile.mUniforms[KnownUniform::MatrixProj].mLocation != -1;
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return true;
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}
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GLint
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ShaderProgramOGL::CreateShader(GLenum aShaderType, const char *aShaderSource)
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{
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GLint success, len = 0;
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GLint sh = mGL->fCreateShader(aShaderType);
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mGL->fShaderSource(sh, 1, (const GLchar**)&aShaderSource, nullptr);
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mGL->fCompileShader(sh);
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mGL->fGetShaderiv(sh, LOCAL_GL_COMPILE_STATUS, &success);
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mGL->fGetShaderiv(sh, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
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/* Even if compiling is successful, there may still be warnings. Print them
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* in a debug build. The > 10 is to catch silly compilers that might put
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* some whitespace in the log but otherwise leave it empty.
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*/
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if (!success
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#ifdef DEBUG
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|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
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#endif
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)
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{
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nsAutoCString log;
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log.SetCapacity(len);
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mGL->fGetShaderInfoLog(sh, len, (GLint*) &len, (char*) log.BeginWriting());
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log.SetLength(len);
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if (!success) {
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printf_stderr("=== SHADER COMPILATION FAILED ===\n");
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} else {
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printf_stderr("=== SHADER COMPILATION WARNINGS ===\n");
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}
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printf_stderr("=== Source:\n%s\n", aShaderSource);
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printf_stderr("=== Log:\n%s\n", log.get());
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printf_stderr("============\n");
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if (!success) {
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mGL->fDeleteShader(sh);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return sh;
|
|
}
|
|
|
|
bool
|
|
ShaderProgramOGL::CreateProgram(const char *aVertexShaderString,
|
|
const char *aFragmentShaderString)
|
|
{
|
|
GLuint vertexShader = CreateShader(LOCAL_GL_VERTEX_SHADER, aVertexShaderString);
|
|
GLuint fragmentShader = CreateShader(LOCAL_GL_FRAGMENT_SHADER, aFragmentShaderString);
|
|
|
|
if (!vertexShader || !fragmentShader)
|
|
return false;
|
|
|
|
GLint result = mGL->fCreateProgram();
|
|
mGL->fAttachShader(result, vertexShader);
|
|
mGL->fAttachShader(result, fragmentShader);
|
|
|
|
mGL->fLinkProgram(result);
|
|
|
|
GLint success, len;
|
|
mGL->fGetProgramiv(result, LOCAL_GL_LINK_STATUS, &success);
|
|
mGL->fGetProgramiv(result, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
|
|
/* Even if linking is successful, there may still be warnings. Print them
|
|
* in a debug build. The > 10 is to catch silly compilers that might put
|
|
* some whitespace in the log but otherwise leave it empty.
|
|
*/
|
|
if (!success
|
|
#ifdef DEBUG
|
|
|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
|
|
#endif
|
|
)
|
|
{
|
|
nsAutoCString log;
|
|
log.SetCapacity(len);
|
|
mGL->fGetProgramInfoLog(result, len, (GLint*) &len, (char*) log.BeginWriting());
|
|
log.SetLength(len);
|
|
|
|
if (!success) {
|
|
printf_stderr("=== PROGRAM LINKING FAILED ===\n");
|
|
} else {
|
|
printf_stderr("=== PROGRAM LINKING WARNINGS ===\n");
|
|
}
|
|
printf_stderr("=== Log:\n%s\n", log.get());
|
|
printf_stderr("============\n");
|
|
}
|
|
|
|
// We can mark the shaders for deletion; they're attached to the program
|
|
// and will remain attached.
|
|
mGL->fDeleteShader(vertexShader);
|
|
mGL->fDeleteShader(fragmentShader);
|
|
|
|
if (!success) {
|
|
mGL->fDeleteProgram(result);
|
|
return false;
|
|
}
|
|
|
|
mProgram = result;
|
|
return true;
|
|
}
|
|
|
|
void
|
|
ShaderProgramOGL::Activate()
|
|
{
|
|
if (mProgramState == STATE_NEW) {
|
|
if (!Initialize()) {
|
|
NS_WARNING("Shader could not be initialised");
|
|
return;
|
|
}
|
|
}
|
|
NS_ASSERTION(HasInitialized(), "Attempting to activate a program that's not in use!");
|
|
mGL->fUseProgram(mProgram);
|
|
}
|
|
|
|
} /* layers */
|
|
} /* mozilla */
|