Summary: | [Texmap] Consolidate the common parts of TextureMapperGL::drawTexture | ||||||||||||||
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Product: | WebKit | Reporter: | Yael <yael> | ||||||||||||
Component: | Layout and Rendering | Assignee: | Yael <yael> | ||||||||||||
Status: | RESOLVED FIXED | ||||||||||||||
Severity: | Normal | CC: | commit-queue, mrobinson, noam, webkit.review.bot | ||||||||||||
Priority: | P2 | ||||||||||||||
Version: | 528+ (Nightly build) | ||||||||||||||
Hardware: | Unspecified | ||||||||||||||
OS: | Unspecified | ||||||||||||||
Attachments: |
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Description
Yael
2012-02-21 12:47:39 PST
Created attachment 128288 [details]
Patch.
Comment on attachment 128288 [details]
Patch.
This could work a lot better if we just call something like TextureMapperShaderProgram::prepare that deals with the shader-specific aspects, and then do the drawing in a common drawTexture function.
Created attachment 128368 [details]
Patch.
Second try.
Comment on attachment 128368 [details] Patch. View in context: https://bugs.webkit.org/attachment.cgi?id=128368&action=review > Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.cpp:214 > + glUniformMatrix4fv(m_matrixVariable, 1, GL_FALSE, m4); > + glUniformMatrix4fv(m_sourceMatrixVariable, 1, GL_FALSE, m4src); > + glUniform1i(m_sourceTextureVariable, 0); Doesn't make sense that this part is here and not in the common function. Let's have prepare() just receive opacity/mask. > Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.cpp:217 > + if (maskTexture && maskTexture->isValid()) { Early return > Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.h:55 > + virtual void prepareToDraw(const GLfloat m4[], const GLfloat m4src[], float opacity, const BitmapTexture*) {} Make it just prepare(opacity, mask) (In reply to comment #4) Thanks for your review > (From update of attachment 128368 [details]) > View in context: https://bugs.webkit.org/attachment.cgi?id=128368&action=review > > > Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.cpp:214 > > + glUniformMatrix4fv(m_matrixVariable, 1, GL_FALSE, m4); > > + glUniformMatrix4fv(m_sourceMatrixVariable, 1, GL_FALSE, m4src); > > + glUniform1i(m_sourceTextureVariable, 0); > > Doesn't make sense that this part is here and not in the common function. > Let's have prepare() just receive opacity/mask. Doing that will result in either more typecasting in the common function, or making the variables part of the base class again. Am I missing something? (In reply to comment #5) > (In reply to comment #4) > Thanks for your review > > (From update of attachment 128368 [details] [details]) > > View in context: https://bugs.webkit.org/attachment.cgi?id=128368&action=review > > > > > Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.cpp:214 > > > + glUniformMatrix4fv(m_matrixVariable, 1, GL_FALSE, m4); > > > + glUniformMatrix4fv(m_sourceMatrixVariable, 1, GL_FALSE, m4src); > > > + glUniform1i(m_sourceTextureVariable, 0); > > > > Doesn't make sense that this part is here and not in the common function. > > Let's have prepare() just receive opacity/mask. > > Doing that will result in either more typecasting in the common function, or making the variables part of the base class again. > Am I missing something? They should be part of the base class. Created attachment 128578 [details]
Third try
Comment on attachment 128578 [details] Third try View in context: https://bugs.webkit.org/attachment.cgi?id=128578&action=review Almost LGTM :) one fix and we're done. > Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.cpp:202 > +void TextureMapperShaderProgramOpacityAndMask::prepare(const BitmapTexture* maskTexture) I want opacity to be part of the parameters as well; it's ok if it's duplicated. That's because we might want to add another shader that does not use opacity. Created attachment 128624 [details] Patch. Merge and address comment #8. Attachment 128624 [details] did not pass style-queue:
Failed to run "['Tools/Scripts/check-webkit-style', '--diff-files', u'Source/WebCore/ChangeLog', u'Source/WebCor..." exit_code: 1
Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.h:55: Missing space inside { }. [whitespace/braces] [5]
Total errors found: 1 in 5 files
If any of these errors are false positives, please file a bug against check-webkit-style.
Comment on attachment 128624 [details]
Patch.
LGTM
Please fix minor style issue.
Created attachment 128736 [details]
Patch for landing.
Comment on attachment 128736 [details] Patch for landing. Clearing flags on attachment: 128736 Committed r108810: <http://trac.webkit.org/changeset/108810> All reviewed patches have been landed. Closing bug. Comment on attachment 128736 [details] Patch for landing. View in context: https://bugs.webkit.org/attachment.cgi?id=128736&action=review > Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.h:56 > + GLint matrixVariable() { return m_matrixVariable; } Would it make any difference to use "GLint matrixVariable() const { ... }" instead? It may be more code style friendly. (In reply to comment #15) > (From update of attachment 128736 [details]) > View in context: https://bugs.webkit.org/attachment.cgi?id=128736&action=review > > > Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.h:56 > > + GLint matrixVariable() { return m_matrixVariable; } > > Would it make any difference to use "GLint matrixVariable() const { ... }" instead? It may be more code style friendly. I agree, my oversight. Yael, can you clean up some of the constness in the new classes? |