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      1 /*
      2  * Copyright (c) 2010, Google Inc. All rights reserved.
      3  *
      4  * Redistribution and use in source and binary forms, with or without
      5  * modification, are permitted provided that the following conditions are
      6  * met:
      7  *
      8  *     * Redistributions of source code must retain the above copyright
      9  * notice, this list of conditions and the following disclaimer.
     10  *     * Redistributions in binary form must reproduce the above
     11  * copyright notice, this list of conditions and the following disclaimer
     12  * in the documentation and/or other materials provided with the
     13  * distribution.
     14  *     * Neither the name of Google Inc. nor the names of its
     15  * contributors may be used to endorse or promote products derived from
     16  * this software without specific prior written permission.
     17  *
     18  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     19  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
     20  * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
     21  * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
     22  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
     23  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
     24  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
     25  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     26  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     27  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     28  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     29  */
     30 
     31 #include "config.h"
     32 
     33 #if ENABLE(ACCELERATED_2D_CANVAS)
     34 
     35 #include "TexShader.h"
     36 
     37 #include "GraphicsContext3D.h"
     38 
     39 namespace WebCore {
     40 
     41 TexShader::TexShader(GraphicsContext3D* context, unsigned program)
     42     : Shader(context, program)
     43 {
     44     m_matrixLocation = context->getUniformLocation(program, "matrix");
     45     m_texMatrixLocation = context->getUniformLocation(program, "texMatrix");
     46     m_alphaLocation = context->getUniformLocation(program, "globalAlpha");
     47     m_positionLocation = context->getAttribLocation(program, "position");
     48     m_samplerLocation = context->getUniformLocation(program, "sampler");
     49 }
     50 
     51 PassOwnPtr<TexShader> TexShader::create(GraphicsContext3D* context)
     52 {
     53     unsigned program = loadProgram(context,
     54                                    generateVertex(Shader::TwoDimensional, Shader::TextureFill),
     55                                    generateFragment(Shader::TwoDimensional, Shader::TextureFill, Shader::NotAntialiased));
     56     if (!program)
     57         return 0;
     58     return new TexShader(context, program);
     59 }
     60 
     61 void TexShader::use(const AffineTransform& transform, const AffineTransform& texTransform, int sampler, float alpha)
     62 {
     63     m_context->useProgram(m_program);
     64     float matrix[9];
     65     affineTo3x3(transform, matrix);
     66     m_context->uniformMatrix3fv(m_matrixLocation, false /*transpose*/, matrix, 1 /*count*/);
     67 
     68     float texMatrix[9];
     69     affineTo3x3(texTransform, texMatrix);
     70     m_context->uniformMatrix3fv(m_texMatrixLocation, false /*transpose*/, texMatrix, 1 /*count*/);
     71 
     72     m_context->uniform1i(m_samplerLocation, sampler);
     73     m_context->uniform1f(m_alphaLocation, alpha);
     74 
     75     m_context->vertexAttribPointer(m_positionLocation, 2, GraphicsContext3D::FLOAT, false, 0, 0);
     76 
     77     m_context->enableVertexAttribArray(m_positionLocation);
     78 
     79 }
     80 
     81 }
     82 
     83 #endif
     84