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-rw-r--r--gfx/layers/opengl/OGLShaderProgram.cpp1044
1 files changed, 1044 insertions, 0 deletions
diff --git a/gfx/layers/opengl/OGLShaderProgram.cpp b/gfx/layers/opengl/OGLShaderProgram.cpp
new file mode 100644
index 0000000000..2bf1f9541d
--- /dev/null
+++ b/gfx/layers/opengl/OGLShaderProgram.cpp
@@ -0,0 +1,1044 @@
+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this file,
+ * You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#include "OGLShaderProgram.h"
+
+#include <stdint.h> // for uint32_t
+
+#include <sstream> // for std::ostringstream
+
+#include "GLContext.h"
+#include "Layers.h"
+#include "gfxEnv.h"
+#include "gfxRect.h" // for gfxRect
+#include "gfxUtils.h"
+#include "mozilla/DebugOnly.h" // for DebugOnly
+#include "mozilla/layers/Compositor.h" // for BlendOpIsMixBlendMode
+#include "nsAString.h"
+#include "nsString.h" // for nsAutoCString
+
+namespace mozilla {
+namespace layers {
+
+using std::endl;
+
+#define GAUSSIAN_KERNEL_HALF_WIDTH 11
+#define GAUSSIAN_KERNEL_STEP 0.2
+
+static void AddUniforms(ProgramProfileOGL& aProfile) {
+ // This needs to be kept in sync with the KnownUniformName enum
+ static const char* sKnownUniformNames[] = {"uLayerTransform",
+ "uLayerTransformInverse",
+ "uMaskTransform",
+ "uBackdropTransform",
+ "uLayerRects",
+ "uMatrixProj",
+ "uTextureTransform",
+ "uTextureRects",
+ "uRenderTargetOffset",
+ "uLayerOpacity",
+ "uTexture",
+ "uYTexture",
+ "uCbTexture",
+ "uCrTexture",
+ "uBlackTexture",
+ "uWhiteTexture",
+ "uMaskTexture",
+ "uBackdropTexture",
+ "uRenderColor",
+ "uTexCoordMultiplier",
+ "uCbCrTexCoordMultiplier",
+ "uMaskCoordMultiplier",
+ "uTexturePass2",
+ "uColorMatrix",
+ "uColorMatrixVector",
+ "uBlurRadius",
+ "uBlurOffset",
+ "uBlurAlpha",
+ "uBlurGaussianKernel",
+ "uSSEdges",
+ "uViewportSize",
+ "uVisibleCenter",
+ "uYuvColorMatrix",
+ "uYuvOffsetVector",
+ nullptr};
+
+ for (int i = 0; sKnownUniformNames[i] != nullptr; ++i) {
+ aProfile.mUniforms[i].mNameString = sKnownUniformNames[i];
+ aProfile.mUniforms[i].mName = (KnownUniform::KnownUniformName)i;
+ }
+}
+
+void ShaderConfigOGL::SetRenderColor(bool aEnabled) {
+ SetFeature(ENABLE_RENDER_COLOR, aEnabled);
+}
+
+void ShaderConfigOGL::SetTextureTarget(GLenum aTarget) {
+ SetFeature(ENABLE_TEXTURE_EXTERNAL | ENABLE_TEXTURE_RECT, false);
+ switch (aTarget) {
+ case LOCAL_GL_TEXTURE_EXTERNAL:
+ SetFeature(ENABLE_TEXTURE_EXTERNAL, true);
+ break;
+ case LOCAL_GL_TEXTURE_RECTANGLE_ARB:
+ SetFeature(ENABLE_TEXTURE_RECT, true);
+ break;
+ }
+}
+
+void ShaderConfigOGL::SetMaskTextureTarget(GLenum aTarget) {
+ if (aTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
+ SetFeature(ENABLE_MASK_TEXTURE_RECT, true);
+ } else {
+ MOZ_ASSERT(aTarget == LOCAL_GL_TEXTURE_2D);
+ SetFeature(ENABLE_MASK_TEXTURE_RECT, false);
+ }
+}
+
+void ShaderConfigOGL::SetRBSwap(bool aEnabled) {
+ SetFeature(ENABLE_TEXTURE_RB_SWAP, aEnabled);
+}
+
+void ShaderConfigOGL::SetNoAlpha(bool aEnabled) {
+ SetFeature(ENABLE_TEXTURE_NO_ALPHA, aEnabled);
+}
+
+void ShaderConfigOGL::SetOpacity(bool aEnabled) {
+ SetFeature(ENABLE_OPACITY, aEnabled);
+}
+
+void ShaderConfigOGL::SetYCbCr(bool aEnabled) {
+ SetFeature(ENABLE_TEXTURE_YCBCR, aEnabled);
+ MOZ_ASSERT(!(mFeatures & ENABLE_TEXTURE_NV12));
+}
+
+void ShaderConfigOGL::SetColorMultiplier(uint32_t aMultiplier) {
+ MOZ_ASSERT(mFeatures & ENABLE_TEXTURE_YCBCR,
+ "Multiplier only supported with YCbCr!");
+ mMultiplier = aMultiplier;
+}
+
+void ShaderConfigOGL::SetNV12(bool aEnabled) {
+ SetFeature(ENABLE_TEXTURE_NV12, aEnabled);
+ MOZ_ASSERT(!(mFeatures & ENABLE_TEXTURE_YCBCR));
+#ifdef MOZ_WAYLAND
+ SetFeature(ENABLE_TEXTURE_NV12_GA_SWITCH, aEnabled);
+#endif
+}
+
+void ShaderConfigOGL::SetComponentAlpha(bool aEnabled) {
+ SetFeature(ENABLE_TEXTURE_COMPONENT_ALPHA, aEnabled);
+}
+
+void ShaderConfigOGL::SetColorMatrix(bool aEnabled) {
+ SetFeature(ENABLE_COLOR_MATRIX, aEnabled);
+}
+
+void ShaderConfigOGL::SetBlur(bool aEnabled) {
+ SetFeature(ENABLE_BLUR, aEnabled);
+}
+
+void ShaderConfigOGL::SetMask(bool aEnabled) {
+ SetFeature(ENABLE_MASK, aEnabled);
+}
+
+void ShaderConfigOGL::SetNoPremultipliedAlpha() {
+ SetFeature(ENABLE_NO_PREMUL_ALPHA, true);
+}
+
+void ShaderConfigOGL::SetDEAA(bool aEnabled) {
+ SetFeature(ENABLE_DEAA, aEnabled);
+}
+
+void ShaderConfigOGL::SetCompositionOp(gfx::CompositionOp aOp) {
+ mCompositionOp = aOp;
+}
+
+void ShaderConfigOGL::SetDynamicGeometry(bool aEnabled) {
+ SetFeature(ENABLE_DYNAMIC_GEOMETRY, aEnabled);
+}
+
+/* static */
+ProgramProfileOGL ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig) {
+ ProgramProfileOGL result;
+ std::ostringstream fs, vs;
+
+ AddUniforms(result);
+
+ gfx::CompositionOp blendOp = aConfig.mCompositionOp;
+
+ vs << "#ifdef GL_ES" << endl;
+ vs << "#define EDGE_PRECISION mediump" << endl;
+ vs << "#else" << endl;
+ vs << "#define EDGE_PRECISION" << endl;
+ vs << "#endif" << endl;
+ vs << "uniform mat4 uMatrixProj;" << endl;
+ vs << "uniform vec4 uLayerRects[4];" << endl;
+ vs << "uniform mat4 uLayerTransform;" << endl;
+ if (aConfig.mFeatures & ENABLE_DEAA) {
+ vs << "uniform mat4 uLayerTransformInverse;" << endl;
+ vs << "uniform EDGE_PRECISION vec3 uSSEdges[4];" << endl;
+ vs << "uniform vec2 uVisibleCenter;" << endl;
+ vs << "uniform vec2 uViewportSize;" << endl;
+ }
+ vs << "uniform vec2 uRenderTargetOffset;" << endl;
+
+ if (!(aConfig.mFeatures & ENABLE_DYNAMIC_GEOMETRY)) {
+ vs << "attribute vec4 aCoord;" << endl;
+ } else {
+ vs << "attribute vec2 aCoord;" << endl;
+ }
+
+ result.mAttributes.AppendElement(std::pair<nsCString, GLuint>{"aCoord", 0});
+
+ if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
+ vs << "uniform mat4 uTextureTransform;" << endl;
+ vs << "uniform vec4 uTextureRects[4];" << endl;
+ vs << "varying vec2 vTexCoord;" << endl;
+
+ if (aConfig.mFeatures & ENABLE_DYNAMIC_GEOMETRY) {
+ vs << "attribute vec2 aTexCoord;" << endl;
+ result.mAttributes.AppendElement(
+ std::pair<nsCString, GLuint>{"aTexCoord", 1});
+ }
+ }
+
+ if (BlendOpIsMixBlendMode(blendOp)) {
+ vs << "uniform mat4 uBackdropTransform;" << endl;
+ vs << "varying vec2 vBackdropCoord;" << endl;
+ }
+
+ if (aConfig.mFeatures & ENABLE_MASK) {
+ vs << "uniform mat4 uMaskTransform;" << endl;
+ vs << "varying vec3 vMaskCoord;" << endl;
+ }
+
+ vs << "void main() {" << endl;
+
+ if (aConfig.mFeatures & ENABLE_DYNAMIC_GEOMETRY) {
+ vs << " vec4 finalPosition = vec4(aCoord.xy, 0.0, 1.0);" << endl;
+ } else {
+ vs << " int vertexID = int(aCoord.w);" << endl;
+ vs << " vec4 layerRect = uLayerRects[vertexID];" << endl;
+ vs << " vec4 finalPosition = vec4(aCoord.xy * layerRect.zw + "
+ "layerRect.xy, 0.0, 1.0);"
+ << endl;
+ }
+
+ vs << " finalPosition = uLayerTransform * finalPosition;" << endl;
+
+ if (aConfig.mFeatures & ENABLE_DEAA) {
+ // XXX kip - The DEAA shader could be made simpler if we switch to
+ // using dynamic vertex buffers instead of sending everything
+ // in through uniforms. This would enable passing information
+ // about how to dilate each vertex explicitly and eliminate the
+ // need to extrapolate this with the sub-pixel coverage
+ // calculation in the vertex shader.
+
+ // Calculate the screen space position of this vertex, in screen pixels
+ vs << " vec4 ssPos = finalPosition;" << endl;
+ vs << " ssPos.xy -= uRenderTargetOffset * finalPosition.w;" << endl;
+ vs << " ssPos = uMatrixProj * ssPos;" << endl;
+ vs << " ssPos.xy = ((ssPos.xy/ssPos.w)*0.5+0.5)*uViewportSize;" << endl;
+
+ if (aConfig.mFeatures & ENABLE_MASK ||
+ !(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
+ vs << " vec4 coordAdjusted;" << endl;
+ vs << " coordAdjusted.xy = aCoord.xy;" << endl;
+ }
+
+ // It is necessary to dilate edges away from uVisibleCenter to ensure that
+ // fragments with less than 50% sub-pixel coverage will be shaded.
+ // This offset is applied when the sub-pixel coverage of the vertex is
+ // less than 100%. Expanding by 0.5 pixels in screen space is sufficient
+ // to include these pixels.
+ vs << " if (dot(uSSEdges[0], vec3(ssPos.xy, 1.0)) < 1.5 ||" << endl;
+ vs << " dot(uSSEdges[1], vec3(ssPos.xy, 1.0)) < 1.5 ||" << endl;
+ vs << " dot(uSSEdges[2], vec3(ssPos.xy, 1.0)) < 1.5 ||" << endl;
+ vs << " dot(uSSEdges[3], vec3(ssPos.xy, 1.0)) < 1.5) {" << endl;
+ // If the shader reaches this branch, then this vertex is on the edge of
+ // the layer's visible rect and should be dilated away from the center of
+ // the visible rect. We don't want to hit this for inner facing
+ // edges between tiles, as the pixels may be covered twice without clipping
+ // against uSSEdges. If all edges were dilated, it would result in
+ // artifacts visible within semi-transparent layers with multiple tiles.
+ vs << " vec4 visibleCenter = uLayerTransform * vec4(uVisibleCenter, "
+ "0.0, 1.0);"
+ << endl;
+ vs << " vec2 dilateDir = finalPosition.xy / finalPosition.w - "
+ "visibleCenter.xy / visibleCenter.w;"
+ << endl;
+ vs << " vec2 offset = sign(dilateDir) * 0.5;" << endl;
+ vs << " finalPosition.xy += offset * finalPosition.w;" << endl;
+ if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
+ // We must adjust the texture coordinates to compensate for the dilation
+ vs << " coordAdjusted = uLayerTransformInverse * finalPosition;"
+ << endl;
+ vs << " coordAdjusted /= coordAdjusted.w;" << endl;
+
+ if (!(aConfig.mFeatures & ENABLE_DYNAMIC_GEOMETRY)) {
+ vs << " coordAdjusted.xy -= layerRect.xy;" << endl;
+ vs << " coordAdjusted.xy /= layerRect.zw;" << endl;
+ }
+ }
+ vs << " }" << endl;
+
+ if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
+ if (aConfig.mFeatures & ENABLE_DYNAMIC_GEOMETRY) {
+ vs << " vTexCoord = (uTextureTransform * vec4(aTexCoord, 0.0, "
+ "1.0)).xy;"
+ << endl;
+ } else {
+ vs << " vec4 textureRect = uTextureRects[vertexID];" << endl;
+ vs << " vec2 texCoord = coordAdjusted.xy * textureRect.zw + "
+ "textureRect.xy;"
+ << endl;
+ vs << " vTexCoord = (uTextureTransform * vec4(texCoord, 0.0, 1.0)).xy;"
+ << endl;
+ }
+ }
+ } else if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
+ if (aConfig.mFeatures & ENABLE_DYNAMIC_GEOMETRY) {
+ vs << " vTexCoord = (uTextureTransform * vec4(aTexCoord, 0.0, 1.0)).xy;"
+ << endl;
+ } else {
+ vs << " vec4 textureRect = uTextureRects[vertexID];" << endl;
+ vs << " vec2 texCoord = aCoord.xy * textureRect.zw + textureRect.xy;"
+ << endl;
+ vs << " vTexCoord = (uTextureTransform * vec4(texCoord, 0.0, 1.0)).xy;"
+ << endl;
+ }
+ }
+
+ if (aConfig.mFeatures & ENABLE_MASK) {
+ vs << " vMaskCoord.xy = (uMaskTransform * (finalPosition / "
+ "finalPosition.w)).xy;"
+ << endl;
+ // correct for perspective correct interpolation, see comment in D3D11
+ // shader
+ vs << " vMaskCoord.z = 1.0;" << endl;
+ vs << " vMaskCoord *= finalPosition.w;" << endl;
+ }
+ vs << " finalPosition.xy -= uRenderTargetOffset * finalPosition.w;" << endl;
+ vs << " finalPosition = uMatrixProj * finalPosition;" << endl;
+ if (BlendOpIsMixBlendMode(blendOp)) {
+ // Translate from clip space (-1, 1) to (0..1), apply the backdrop
+ // transform, then invert the y-axis.
+ vs << " vBackdropCoord.x = (finalPosition.x + 1.0) / 2.0;" << endl;
+ vs << " vBackdropCoord.y = 1.0 - (finalPosition.y + 1.0) / 2.0;" << endl;
+ vs << " vBackdropCoord = (uBackdropTransform * vec4(vBackdropCoord.xy, "
+ "0.0, 1.0)).xy;"
+ << endl;
+ vs << " vBackdropCoord.y = 1.0 - vBackdropCoord.y;" << endl;
+ }
+ vs << " gl_Position = finalPosition;" << endl;
+ vs << "}" << endl;
+
+ if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
+ fs << "#extension GL_ARB_texture_rectangle : require" << endl;
+ }
+ if (aConfig.mFeatures & ENABLE_TEXTURE_EXTERNAL) {
+ fs << "#extension GL_OES_EGL_image_external : require" << endl;
+ }
+ fs << "#ifdef GL_ES" << endl;
+ fs << "precision mediump float;" << endl;
+ fs << "#define COLOR_PRECISION lowp" << endl;
+ fs << "#define EDGE_PRECISION mediump" << endl;
+ fs << "#else" << endl;
+ fs << "#define COLOR_PRECISION" << endl;
+ fs << "#define EDGE_PRECISION" << endl;
+ fs << "#endif" << endl;
+ if (aConfig.mFeatures & ENABLE_RENDER_COLOR) {
+ fs << "uniform COLOR_PRECISION vec4 uRenderColor;" << endl;
+ } else {
+ // for tiling, texcoord can be greater than the lowfp range
+ fs << "varying vec2 vTexCoord;" << endl;
+ if (aConfig.mFeatures & ENABLE_BLUR) {
+ fs << "uniform bool uBlurAlpha;" << endl;
+ fs << "uniform vec2 uBlurRadius;" << endl;
+ fs << "uniform vec2 uBlurOffset;" << endl;
+ fs << "uniform float uBlurGaussianKernel[" << GAUSSIAN_KERNEL_HALF_WIDTH
+ << "];" << endl;
+ }
+ if (aConfig.mFeatures & ENABLE_COLOR_MATRIX) {
+ fs << "uniform mat4 uColorMatrix;" << endl;
+ fs << "uniform vec4 uColorMatrixVector;" << endl;
+ }
+ if (aConfig.mFeatures & ENABLE_OPACITY) {
+ fs << "uniform COLOR_PRECISION float uLayerOpacity;" << endl;
+ }
+ }
+ if (BlendOpIsMixBlendMode(blendOp)) {
+ fs << "varying vec2 vBackdropCoord;" << endl;
+ }
+
+ const char* sampler2D = "sampler2D";
+ const char* texture2D = "texture2D";
+
+ if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
+ fs << "uniform vec2 uTexCoordMultiplier;" << endl;
+ if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR ||
+ aConfig.mFeatures & ENABLE_TEXTURE_NV12) {
+ fs << "uniform vec2 uCbCrTexCoordMultiplier;" << endl;
+ }
+ sampler2D = "sampler2DRect";
+ texture2D = "texture2DRect";
+ }
+
+ const char* maskSampler2D = "sampler2D";
+ const char* maskTexture2D = "texture2D";
+
+ if (aConfig.mFeatures & ENABLE_MASK &&
+ aConfig.mFeatures & ENABLE_MASK_TEXTURE_RECT) {
+ fs << "uniform vec2 uMaskCoordMultiplier;" << endl;
+ maskSampler2D = "sampler2DRect";
+ maskTexture2D = "texture2DRect";
+ }
+
+ if (aConfig.mFeatures & ENABLE_TEXTURE_EXTERNAL) {
+ sampler2D = "samplerExternalOES";
+ }
+
+ if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) {
+ fs << "uniform " << sampler2D << " uYTexture;" << endl;
+ fs << "uniform " << sampler2D << " uCbTexture;" << endl;
+ fs << "uniform " << sampler2D << " uCrTexture;" << endl;
+ fs << "uniform mat3 uYuvColorMatrix;" << endl;
+ fs << "uniform vec3 uYuvOffsetVector;" << endl;
+ } else if (aConfig.mFeatures & ENABLE_TEXTURE_NV12) {
+ fs << "uniform " << sampler2D << " uYTexture;" << endl;
+ fs << "uniform " << sampler2D << " uCbTexture;" << endl;
+ fs << "uniform mat3 uYuvColorMatrix;" << endl;
+ fs << "uniform vec3 uYuvOffsetVector;" << endl;
+ } else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) {
+ fs << "uniform " << sampler2D << " uBlackTexture;" << endl;
+ fs << "uniform " << sampler2D << " uWhiteTexture;" << endl;
+ fs << "uniform bool uTexturePass2;" << endl;
+ } else {
+ fs << "uniform " << sampler2D << " uTexture;" << endl;
+ }
+
+ if (BlendOpIsMixBlendMode(blendOp)) {
+ // Component alpha should be flattened away inside blend containers.
+ MOZ_ASSERT(!(aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA));
+
+ fs << "uniform sampler2D uBackdropTexture;" << endl;
+ }
+
+ if (aConfig.mFeatures & ENABLE_MASK) {
+ fs << "varying vec3 vMaskCoord;" << endl;
+ fs << "uniform " << maskSampler2D << " uMaskTexture;" << endl;
+ }
+
+ if (aConfig.mFeatures & ENABLE_DEAA) {
+ fs << "uniform EDGE_PRECISION vec3 uSSEdges[4];" << endl;
+ }
+
+ if (BlendOpIsMixBlendMode(blendOp)) {
+ BuildMixBlender(aConfig, fs);
+ }
+
+ if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
+ fs << "vec4 sample(vec2 coord) {" << endl;
+ fs << " vec4 color;" << endl;
+ if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR ||
+ aConfig.mFeatures & ENABLE_TEXTURE_NV12) {
+ if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) {
+ if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
+ fs << " COLOR_PRECISION float y = " << texture2D
+ << "(uYTexture, coord * uTexCoordMultiplier).r;" << endl;
+ fs << " COLOR_PRECISION float cb = " << texture2D
+ << "(uCbTexture, coord * uCbCrTexCoordMultiplier).r;" << endl;
+ fs << " COLOR_PRECISION float cr = " << texture2D
+ << "(uCrTexture, coord * uCbCrTexCoordMultiplier).r;" << endl;
+ } else {
+ fs << " COLOR_PRECISION float y = " << texture2D
+ << "(uYTexture, coord).r;" << endl;
+ fs << " COLOR_PRECISION float cb = " << texture2D
+ << "(uCbTexture, coord).r;" << endl;
+ fs << " COLOR_PRECISION float cr = " << texture2D
+ << "(uCrTexture, coord).r;" << endl;
+ }
+ } else {
+ if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
+ fs << " COLOR_PRECISION float y = " << texture2D
+ << "(uYTexture, coord * uTexCoordMultiplier).r;" << endl;
+ fs << " COLOR_PRECISION float cb = " << texture2D
+ << "(uCbTexture, coord * uCbCrTexCoordMultiplier).r;" << endl;
+ if (aConfig.mFeatures & ENABLE_TEXTURE_NV12_GA_SWITCH) {
+ fs << " COLOR_PRECISION float cr = " << texture2D
+ << "(uCbTexture, coord * uCbCrTexCoordMultiplier).g;" << endl;
+ } else {
+ fs << " COLOR_PRECISION float cr = " << texture2D
+ << "(uCbTexture, coord * uCbCrTexCoordMultiplier).a;" << endl;
+ }
+ } else {
+ fs << " COLOR_PRECISION float y = " << texture2D
+ << "(uYTexture, coord).r;" << endl;
+ fs << " COLOR_PRECISION float cb = " << texture2D
+ << "(uCbTexture, coord).r;" << endl;
+ if (aConfig.mFeatures & ENABLE_TEXTURE_NV12_GA_SWITCH) {
+ fs << " COLOR_PRECISION float cr = " << texture2D
+ << "(uCbTexture, coord).g;" << endl;
+ } else {
+ fs << " COLOR_PRECISION float cr = " << texture2D
+ << "(uCbTexture, coord).a;" << endl;
+ }
+ }
+ }
+ fs << " vec3 yuv = vec3(y, cb, cr);" << endl;
+ if (aConfig.mMultiplier != 1) {
+ fs << " yuv *= " << aConfig.mMultiplier << ".0;" << endl;
+ }
+ fs << " yuv -= uYuvOffsetVector;" << endl;
+ fs << " color.rgb = uYuvColorMatrix * yuv;" << endl;
+ fs << " color.a = 1.0;" << endl;
+ } else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) {
+ if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
+ fs << " COLOR_PRECISION vec3 onBlack = " << texture2D
+ << "(uBlackTexture, coord * uTexCoordMultiplier).rgb;" << endl;
+ fs << " COLOR_PRECISION vec3 onWhite = " << texture2D
+ << "(uWhiteTexture, coord * uTexCoordMultiplier).rgb;" << endl;
+ } else {
+ fs << " COLOR_PRECISION vec3 onBlack = " << texture2D
+ << "(uBlackTexture, coord).rgb;" << endl;
+ fs << " COLOR_PRECISION vec3 onWhite = " << texture2D
+ << "(uWhiteTexture, coord).rgb;" << endl;
+ }
+ fs << " COLOR_PRECISION vec4 alphas = (1.0 - onWhite + onBlack).rgbg;"
+ << endl;
+ fs << " if (uTexturePass2)" << endl;
+ fs << " color = vec4(onBlack, alphas.a);" << endl;
+ fs << " else" << endl;
+ fs << " color = alphas;" << endl;
+ } else {
+ if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
+ fs << " color = " << texture2D
+ << "(uTexture, coord * uTexCoordMultiplier);" << endl;
+ } else {
+ fs << " color = " << texture2D << "(uTexture, coord);" << endl;
+ }
+ }
+ if (aConfig.mFeatures & ENABLE_TEXTURE_RB_SWAP) {
+ fs << " color = color.bgra;" << endl;
+ }
+ if (aConfig.mFeatures & ENABLE_TEXTURE_NO_ALPHA) {
+ fs << " color = vec4(color.rgb, 1.0);" << endl;
+ }
+ fs << " return color;" << endl;
+ fs << "}" << endl;
+ if (aConfig.mFeatures & ENABLE_BLUR) {
+ fs << "vec4 sampleAtRadius(vec2 coord, float radius) {" << endl;
+ fs << " coord += uBlurOffset;" << endl;
+ fs << " coord += radius * uBlurRadius;" << endl;
+ fs << " if (coord.x < 0. || coord.y < 0. || coord.x > 1. || coord.y > "
+ "1.)"
+ << endl;
+ fs << " return vec4(0, 0, 0, 0);" << endl;
+ fs << " return sample(coord);" << endl;
+ fs << "}" << endl;
+ fs << "vec4 blur(vec4 color, vec2 coord) {" << endl;
+ fs << " vec4 total = color * uBlurGaussianKernel[0];" << endl;
+ fs << " for (int i = 1; i < " << GAUSSIAN_KERNEL_HALF_WIDTH << "; ++i) {"
+ << endl;
+ fs << " float r = float(i) * " << GAUSSIAN_KERNEL_STEP << ";" << endl;
+ fs << " float k = uBlurGaussianKernel[i];" << endl;
+ fs << " total += sampleAtRadius(coord, r) * k;" << endl;
+ fs << " total += sampleAtRadius(coord, -r) * k;" << endl;
+ fs << " }" << endl;
+ fs << " if (uBlurAlpha) {" << endl;
+ fs << " color *= total.a;" << endl;
+ fs << " } else {" << endl;
+ fs << " color = total;" << endl;
+ fs << " }" << endl;
+ fs << " return color;" << endl;
+ fs << "}" << endl;
+ }
+ }
+ fs << "void main() {" << endl;
+ if (aConfig.mFeatures & ENABLE_RENDER_COLOR) {
+ fs << " vec4 color = uRenderColor;" << endl;
+ } else {
+ fs << " vec4 color = sample(vTexCoord);" << endl;
+ if (aConfig.mFeatures & ENABLE_BLUR) {
+ fs << " color = blur(color, vTexCoord);" << endl;
+ }
+ if (aConfig.mFeatures & ENABLE_COLOR_MATRIX) {
+ fs << " color = uColorMatrix * vec4(color.rgb / color.a, color.a) + "
+ "uColorMatrixVector;"
+ << endl;
+ fs << " color.rgb *= color.a;" << endl;
+ }
+ if (aConfig.mFeatures & ENABLE_OPACITY) {
+ fs << " color *= uLayerOpacity;" << endl;
+ }
+ }
+ if (aConfig.mFeatures & ENABLE_DEAA) {
+ // Calculate the sub-pixel coverage of the pixel and modulate its opacity
+ // by that amount to perform DEAA.
+ fs << " vec3 ssPos = vec3(gl_FragCoord.xy, 1.0);" << endl;
+ fs << " float deaaCoverage = clamp(dot(uSSEdges[0], ssPos), 0.0, 1.0);"
+ << endl;
+ fs << " deaaCoverage *= clamp(dot(uSSEdges[1], ssPos), 0.0, 1.0);" << endl;
+ fs << " deaaCoverage *= clamp(dot(uSSEdges[2], ssPos), 0.0, 1.0);" << endl;
+ fs << " deaaCoverage *= clamp(dot(uSSEdges[3], ssPos), 0.0, 1.0);" << endl;
+ fs << " color *= deaaCoverage;" << endl;
+ }
+ if (BlendOpIsMixBlendMode(blendOp)) {
+ fs << " vec4 backdrop = texture2D(uBackdropTexture, vBackdropCoord);"
+ << endl;
+ fs << " color = mixAndBlend(backdrop, color);" << endl;
+ }
+ if (aConfig.mFeatures & ENABLE_MASK) {
+ fs << " vec2 maskCoords = vMaskCoord.xy / vMaskCoord.z;" << endl;
+ if (aConfig.mFeatures & ENABLE_MASK_TEXTURE_RECT) {
+ fs << " COLOR_PRECISION float mask = " << maskTexture2D
+ << "(uMaskTexture, maskCoords * uMaskCoordMultiplier).r;" << endl;
+ } else {
+ fs << " COLOR_PRECISION float mask = " << maskTexture2D
+ << "(uMaskTexture, maskCoords).r;" << endl;
+ }
+ fs << " color *= mask;" << endl;
+ } else {
+ fs << " COLOR_PRECISION float mask = 1.0;" << endl;
+ fs << " color *= mask;" << endl;
+ }
+ fs << " gl_FragColor = color;" << endl;
+ fs << "}" << endl;
+
+ result.mVertexShaderString = vs.str();
+ result.mFragmentShaderString = fs.str();
+
+ if (aConfig.mFeatures & ENABLE_RENDER_COLOR) {
+ result.mTextureCount = 0;
+ } else {
+ if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) {
+ result.mTextureCount = 3;
+ } else if (aConfig.mFeatures & ENABLE_TEXTURE_NV12) {
+ result.mTextureCount = 2;
+ } else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) {
+ result.mTextureCount = 2;
+ } else {
+ result.mTextureCount = 1;
+ }
+ }
+ if (aConfig.mFeatures & ENABLE_MASK) {
+ result.mTextureCount = 1;
+ }
+ if (BlendOpIsMixBlendMode(blendOp)) {
+ result.mTextureCount += 1;
+ }
+
+ return result;
+}
+
+void ProgramProfileOGL::BuildMixBlender(const ShaderConfigOGL& aConfig,
+ std::ostringstream& fs) {
+ // From the "Compositing and Blending Level 1" spec.
+ // Generate helper functions first.
+ switch (aConfig.mCompositionOp) {
+ case gfx::CompositionOp::OP_OVERLAY:
+ case gfx::CompositionOp::OP_HARD_LIGHT:
+ // Note: we substitute (2*src-1) into the screen formula below.
+ fs << "float hardlight(float dest, float src) {" << endl;
+ fs << " if (src <= 0.5) {" << endl;
+ fs << " return dest * (2.0 * src);" << endl;
+ fs << " } else {" << endl;
+ fs << " return 2.0*dest + 2.0*src - 1.0 - 2.0*dest*src;" << endl;
+ fs << " }" << endl;
+ fs << "}" << endl;
+ break;
+ case gfx::CompositionOp::OP_COLOR_DODGE:
+ fs << "float dodge(float dest, float src) {" << endl;
+ fs << " if (dest == 0.0) {" << endl;
+ fs << " return 0.0;" << endl;
+ fs << " } else if (src == 1.0) {" << endl;
+ fs << " return 1.0;" << endl;
+ fs << " } else {" << endl;
+ fs << " return min(1.0, dest / (1.0 - src));" << endl;
+ fs << " }" << endl;
+ fs << "}" << endl;
+ break;
+ case gfx::CompositionOp::OP_COLOR_BURN:
+ fs << "float burn(float dest, float src) {" << endl;
+ fs << " if (dest == 1.0) {" << endl;
+ fs << " return 1.0;" << endl;
+ fs << " } else if (src == 0.0) {" << endl;
+ fs << " return 0.0;" << endl;
+ fs << " } else {" << endl;
+ fs << " return 1.0 - min(1.0, (1.0 - dest) / src);" << endl;
+ fs << " }" << endl;
+ fs << "}" << endl;
+ break;
+ case gfx::CompositionOp::OP_SOFT_LIGHT:
+ fs << "float darken(float dest) {" << endl;
+ fs << " if (dest <= 0.25) {" << endl;
+ fs << " return ((16.0 * dest - 12.0) * dest + 4.0) * dest;" << endl;
+ fs << " } else {" << endl;
+ fs << " return sqrt(dest);" << endl;
+ fs << " }" << endl;
+ fs << "}" << endl;
+ fs << "float softlight(float dest, float src) {" << endl;
+ fs << " if (src <= 0.5) {" << endl;
+ fs << " return dest - (1.0 - 2.0 * src) * dest * (1.0 - dest);"
+ << endl;
+ fs << " } else {" << endl;
+ fs << " return dest + (2.0 * src - 1.0) * (darken(dest) - dest);"
+ << endl;
+ fs << " }" << endl;
+ fs << "}" << endl;
+ break;
+ case gfx::CompositionOp::OP_HUE:
+ case gfx::CompositionOp::OP_SATURATION:
+ case gfx::CompositionOp::OP_COLOR:
+ case gfx::CompositionOp::OP_LUMINOSITY:
+ fs << "float Lum(vec3 c) {" << endl;
+ fs << " return dot(vec3(0.3, 0.59, 0.11), c);" << endl;
+ fs << "}" << endl;
+ fs << "vec3 ClipColor(vec3 c) {" << endl;
+ fs << " float L = Lum(c);" << endl;
+ fs << " float n = min(min(c.r, c.g), c.b);" << endl;
+ fs << " float x = max(max(c.r, c.g), c.b);" << endl;
+ fs << " if (n < 0.0) {" << endl;
+ fs << " c = L + (((c - L) * L) / (L - n));" << endl;
+ fs << " }" << endl;
+ fs << " if (x > 1.0) {" << endl;
+ fs << " c = L + (((c - L) * (1.0 - L)) / (x - L));" << endl;
+ fs << " }" << endl;
+ fs << " return c;" << endl;
+ fs << "}" << endl;
+ fs << "vec3 SetLum(vec3 c, float L) {" << endl;
+ fs << " float d = L - Lum(c);" << endl;
+ fs << " return ClipColor(vec3(" << endl;
+ fs << " c.r + d," << endl;
+ fs << " c.g + d," << endl;
+ fs << " c.b + d));" << endl;
+ fs << "}" << endl;
+ fs << "float Sat(vec3 c) {" << endl;
+ fs << " return max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b);"
+ << endl;
+ fs << "}" << endl;
+
+ // To use this helper, re-arrange rgb such that r=min, g=mid, and b=max.
+ fs << "vec3 SetSatInner(vec3 c, float s) {" << endl;
+ fs << " if (c.b > c.r) {" << endl;
+ fs << " c.g = (((c.g - c.r) * s) / (c.b - c.r));" << endl;
+ fs << " c.b = s;" << endl;
+ fs << " } else {" << endl;
+ fs << " c.gb = vec2(0.0, 0.0);" << endl;
+ fs << " }" << endl;
+ fs << " return vec3(0.0, c.gb);" << endl;
+ fs << "}" << endl;
+
+ fs << "vec3 SetSat(vec3 c, float s) {" << endl;
+ fs << " if (c.r <= c.g) {" << endl;
+ fs << " if (c.g <= c.b) {" << endl;
+ fs << " c.rgb = SetSatInner(c.rgb, s);" << endl;
+ fs << " } else if (c.r <= c.b) {" << endl;
+ fs << " c.rbg = SetSatInner(c.rbg, s);" << endl;
+ fs << " } else {" << endl;
+ fs << " c.brg = SetSatInner(c.brg, s);" << endl;
+ fs << " }" << endl;
+ fs << " } else if (c.r <= c.b) {" << endl;
+ fs << " c.grb = SetSatInner(c.grb, s);" << endl;
+ fs << " } else if (c.g <= c.b) {" << endl;
+ fs << " c.gbr = SetSatInner(c.gbr, s);" << endl;
+ fs << " } else {" << endl;
+ fs << " c.bgr = SetSatInner(c.bgr, s);" << endl;
+ fs << " }" << endl;
+ fs << " return c;" << endl;
+ fs << "}" << endl;
+ break;
+ default:
+ break;
+ }
+
+ // Generate the main blending helper.
+ fs << "vec3 blend(vec3 dest, vec3 src) {" << endl;
+ switch (aConfig.mCompositionOp) {
+ case gfx::CompositionOp::OP_MULTIPLY:
+ fs << " return dest * src;" << endl;
+ break;
+ case gfx::CompositionOp::OP_SCREEN:
+ fs << " return dest + src - (dest * src);" << endl;
+ break;
+ case gfx::CompositionOp::OP_OVERLAY:
+ fs << " return vec3(" << endl;
+ fs << " hardlight(src.r, dest.r)," << endl;
+ fs << " hardlight(src.g, dest.g)," << endl;
+ fs << " hardlight(src.b, dest.b));" << endl;
+ break;
+ case gfx::CompositionOp::OP_DARKEN:
+ fs << " return min(dest, src);" << endl;
+ break;
+ case gfx::CompositionOp::OP_LIGHTEN:
+ fs << " return max(dest, src);" << endl;
+ break;
+ case gfx::CompositionOp::OP_COLOR_DODGE:
+ fs << " return vec3(" << endl;
+ fs << " dodge(dest.r, src.r)," << endl;
+ fs << " dodge(dest.g, src.g)," << endl;
+ fs << " dodge(dest.b, src.b));" << endl;
+ break;
+ case gfx::CompositionOp::OP_COLOR_BURN:
+ fs << " return vec3(" << endl;
+ fs << " burn(dest.r, src.r)," << endl;
+ fs << " burn(dest.g, src.g)," << endl;
+ fs << " burn(dest.b, src.b));" << endl;
+ break;
+ case gfx::CompositionOp::OP_HARD_LIGHT:
+ fs << " return vec3(" << endl;
+ fs << " hardlight(dest.r, src.r)," << endl;
+ fs << " hardlight(dest.g, src.g)," << endl;
+ fs << " hardlight(dest.b, src.b));" << endl;
+ break;
+ case gfx::CompositionOp::OP_SOFT_LIGHT:
+ fs << " return vec3(" << endl;
+ fs << " softlight(dest.r, src.r)," << endl;
+ fs << " softlight(dest.g, src.g)," << endl;
+ fs << " softlight(dest.b, src.b));" << endl;
+ break;
+ case gfx::CompositionOp::OP_DIFFERENCE:
+ fs << " return abs(dest - src);" << endl;
+ break;
+ case gfx::CompositionOp::OP_EXCLUSION:
+ fs << " return dest + src - 2.0*dest*src;" << endl;
+ break;
+ case gfx::CompositionOp::OP_HUE:
+ fs << " return SetLum(SetSat(src, Sat(dest)), Lum(dest));" << endl;
+ break;
+ case gfx::CompositionOp::OP_SATURATION:
+ fs << " return SetLum(SetSat(dest, Sat(src)), Lum(dest));" << endl;
+ break;
+ case gfx::CompositionOp::OP_COLOR:
+ fs << " return SetLum(src, Lum(dest));" << endl;
+ break;
+ case gfx::CompositionOp::OP_LUMINOSITY:
+ fs << " return SetLum(dest, Lum(src));" << endl;
+ break;
+ default:
+ MOZ_ASSERT_UNREACHABLE("unknown blend mode");
+ }
+ fs << "}" << endl;
+
+ // Generate the mix-blend function the fragment shader will call.
+ fs << "vec4 mixAndBlend(vec4 backdrop, vec4 color) {" << endl;
+
+ // Shortcut when the backdrop or source alpha is 0, otherwise we may leak
+ // Infinity into the blend function and return incorrect results.
+ fs << " if (backdrop.a == 0.0) {" << endl;
+ fs << " return color;" << endl;
+ fs << " }" << endl;
+ fs << " if (color.a == 0.0) {" << endl;
+ fs << " return vec4(0.0, 0.0, 0.0, 0.0);" << endl;
+ fs << " }" << endl;
+
+ // The spec assumes there is no premultiplied alpha. The backdrop is always
+ // premultiplied, so undo the premultiply. If the source is premultiplied we
+ // must fix that as well.
+ fs << " backdrop.rgb /= backdrop.a;" << endl;
+ if (!(aConfig.mFeatures & ENABLE_NO_PREMUL_ALPHA)) {
+ fs << " color.rgb /= color.a;" << endl;
+ }
+ fs << " vec3 blended = blend(backdrop.rgb, color.rgb);" << endl;
+ fs << " color.rgb = (1.0 - backdrop.a) * color.rgb + backdrop.a * "
+ "blended.rgb;"
+ << endl;
+ fs << " color.rgb *= color.a;" << endl;
+ fs << " return color;" << endl;
+ fs << "}" << endl;
+}
+
+ShaderProgramOGL::ShaderProgramOGL(GLContext* aGL,
+ const ProgramProfileOGL& aProfile)
+ : mGL(aGL), mProgram(0), mProfile(aProfile), mProgramState(STATE_NEW) {}
+
+ShaderProgramOGL::~ShaderProgramOGL() {
+ if (mProgram <= 0) {
+ return;
+ }
+
+ RefPtr<GLContext> ctx = mGL->GetSharedContext();
+ if (!ctx) {
+ ctx = mGL;
+ }
+ ctx->MakeCurrent();
+ ctx->fDeleteProgram(mProgram);
+}
+
+bool ShaderProgramOGL::Initialize() {
+ NS_ASSERTION(mProgramState == STATE_NEW,
+ "Shader program has already been initialised");
+
+ std::ostringstream vs, fs;
+ for (uint32_t i = 0; i < mProfile.mDefines.Length(); ++i) {
+ vs << mProfile.mDefines[i] << endl;
+ fs << mProfile.mDefines[i] << endl;
+ }
+ vs << mProfile.mVertexShaderString << endl;
+ fs << mProfile.mFragmentShaderString << endl;
+
+ if (!CreateProgram(vs.str().c_str(), fs.str().c_str())) {
+ mProgramState = STATE_ERROR;
+ return false;
+ }
+
+ mProgramState = STATE_OK;
+
+ for (uint32_t i = 0; i < KnownUniform::KnownUniformCount; ++i) {
+ mProfile.mUniforms[i].mLocation =
+ mGL->fGetUniformLocation(mProgram, mProfile.mUniforms[i].mNameString);
+ }
+
+ return true;
+}
+
+GLint ShaderProgramOGL::CreateShader(GLenum aShaderType,
+ const char* aShaderSource) {
+ GLint success, len = 0;
+
+ GLint sh = mGL->fCreateShader(aShaderType);
+ mGL->fShaderSource(sh, 1, (const GLchar**)&aShaderSource, nullptr);
+ mGL->fCompileShader(sh);
+ mGL->fGetShaderiv(sh, LOCAL_GL_COMPILE_STATUS, &success);
+ mGL->fGetShaderiv(sh, LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&len);
+ /* Even if compiling 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 && gfxEnv::DebugShaders())
+#endif
+ ) {
+ nsAutoCString log;
+ log.SetLength(len);
+ mGL->fGetShaderInfoLog(sh, len, (GLint*)&len, (char*)log.BeginWriting());
+ log.Truncate(len);
+
+ if (!success) {
+ printf_stderr("=== SHADER COMPILATION FAILED ===\n");
+ } else {
+ printf_stderr("=== SHADER COMPILATION WARNINGS ===\n");
+ }
+
+ printf_stderr("=== Source:\n%s\n", aShaderSource);
+ printf_stderr("=== Log:\n%s\n", log.get());
+ printf_stderr("============\n");
+
+ if (!success) {
+ 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);
+
+ for (std::pair<nsCString, GLuint>& attribute : mProfile.mAttributes) {
+ mGL->fBindAttribLocation(result, attribute.second, attribute.first.get());
+ }
+
+ 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 && gfxEnv::DebugShaders())
+#endif
+ ) {
+ nsAutoCString log;
+ log.SetLength(len);
+ mGL->fGetProgramInfoLog(result, len, (GLint*)&len,
+ (char*)log.BeginWriting());
+
+ 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;
+}
+
+GLuint ShaderProgramOGL::GetProgram() {
+ if (mProgramState == STATE_NEW) {
+ if (!Initialize()) {
+ NS_WARNING("Shader could not be initialised");
+ }
+ }
+ MOZ_ASSERT(HasInitialized(),
+ "Attempting to get a program that's not been initialized!");
+ return mProgram;
+}
+
+void ShaderProgramOGL::SetBlurRadius(float aRX, float aRY) {
+ float f[] = {aRX, aRY};
+ SetUniform(KnownUniform::BlurRadius, 2, f);
+
+ float gaussianKernel[GAUSSIAN_KERNEL_HALF_WIDTH];
+ float sum = 0.0f;
+ for (int i = 0; i < GAUSSIAN_KERNEL_HALF_WIDTH; i++) {
+ float x = i * GAUSSIAN_KERNEL_STEP;
+ float sigma = 1.0f;
+ gaussianKernel[i] =
+ exp(-x * x / (2 * sigma * sigma)) / sqrt(2 * M_PI * sigma * sigma);
+ sum += gaussianKernel[i] * (i == 0 ? 1 : 2);
+ }
+ for (int i = 0; i < GAUSSIAN_KERNEL_HALF_WIDTH; i++) {
+ gaussianKernel[i] /= sum;
+ }
+ SetArrayUniform(KnownUniform::BlurGaussianKernel, GAUSSIAN_KERNEL_HALF_WIDTH,
+ gaussianKernel);
+}
+
+void ShaderProgramOGL::SetYUVColorSpace(gfx::YUVColorSpace aYUVColorSpace) {
+ const float* yuvToRgb =
+ gfxUtils::YuvToRgbMatrix3x3ColumnMajor(aYUVColorSpace);
+ SetMatrix3fvUniform(KnownUniform::YuvColorMatrix, yuvToRgb);
+ if (aYUVColorSpace == gfx::YUVColorSpace::Identity) {
+ const float identity[] = {0.0, 0.0, 0.0};
+ SetVec3fvUniform(KnownUniform::YuvOffsetVector, identity);
+ } else {
+ const float offset[] = {0.06275, 0.50196, 0.50196};
+ SetVec3fvUniform(KnownUniform::YuvOffsetVector, offset);
+ }
+}
+
+} // namespace layers
+} // namespace mozilla