void CoordinatedGraphicsScene::syncCustomFilterPrograms(const CoordinatedGraphicsState& state) { for (size_t i = 0; i < state.customFiltersToCreate.size(); ++i) createCustomFilterProgram(state.customFiltersToCreate[i].first, state.customFiltersToCreate[i].second); for (size_t i = 0; i < state.customFiltersToRemove.size(); ++i) removeCustomFilterProgram(state.customFiltersToRemove[i]); }
static PassRefPtr<CustomFilterOperation> createCustomFilterOperationWithInlineSyntax(CSSFilterValue* filterValue, StyleResolverState& state) { CSSValue* shadersValue = filterValue->itemWithoutBoundsCheck(0); ASSERT_WITH_SECURITY_IMPLICATION(shadersValue->isValueList()); CSSValueList* shadersList = toCSSValueList(shadersValue); unsigned shadersListLength = shadersList->length(); ASSERT(shadersListLength); CSSShaderValue* vertexShader = 0; CSSShaderValue* fragmentShader = 0; if (shadersList->itemWithoutBoundsCheck(0)->isShaderValue()) vertexShader = toCSSShaderValue(shadersList->itemWithoutBoundsCheck(0)); CustomFilterProgramType programType = ProgramTypeBlendsElementTexture; CustomFilterProgramMixSettings mixSettings; if (shadersListLength > 1) { CSSValue* fragmentShaderOrMixFunction = shadersList->itemWithoutBoundsCheck(1); if (fragmentShaderOrMixFunction->isMixFunctionValue()) { CSSMixFunctionValue* mixFunction = toCSSMixFunctionValue(fragmentShaderOrMixFunction); CSSValueListIterator iterator(mixFunction); ASSERT(mixFunction->length()); if (iterator.value()->isShaderValue()) fragmentShader = toCSSShaderValue(iterator.value()); iterator.advance(); ASSERT(mixFunction->length() <= 3); while (iterator.hasMore()) { CSSPrimitiveValue* primitiveValue = toCSSPrimitiveValue(iterator.value()); if (CSSParser::isBlendMode(primitiveValue->getValueID())) mixSettings.blendMode = *primitiveValue; else if (CSSParser::isCompositeOperator(primitiveValue->getValueID())) mixSettings.compositeOperator = *primitiveValue; else ASSERT_NOT_REACHED(); iterator.advance(); } } else { programType = ProgramTypeNoElementTexture; if (fragmentShaderOrMixFunction->isShaderValue()) fragmentShader = toCSSShaderValue(fragmentShaderOrMixFunction); } } if (!vertexShader && !fragmentShader) return 0; unsigned meshRows = 1; unsigned meshColumns = 1; CustomFilterMeshType meshType = MeshTypeAttached; CSSValue* parametersValue = 0; if (filterValue->length() > 1) { CSSValueListIterator iterator(filterValue->itemWithoutBoundsCheck(1)); // The second value might be the mesh box or the list of parameters: // If it starts with a number or any of the mesh-box identifiers it is // the mesh-box list, if not it means it is the parameters list. if (iterator.hasMore() && iterator.isPrimitiveValue()) { CSSPrimitiveValue* primitiveValue = toCSSPrimitiveValue(iterator.value()); if (primitiveValue->isNumber()) { // If only one integer value is specified, it will set both // the rows and the columns. meshColumns = meshRows = primitiveValue->getIntValue(); iterator.advance(); // Try to match another number for the rows. if (iterator.hasMore() && iterator.isPrimitiveValue()) { CSSPrimitiveValue* primitiveValue = toCSSPrimitiveValue(iterator.value()); if (primitiveValue->isNumber()) { meshRows = primitiveValue->getIntValue(); iterator.advance(); } } } } if (iterator.hasMore() && iterator.isPrimitiveValue()) { CSSPrimitiveValue* primitiveValue = toCSSPrimitiveValue(iterator.value()); if (primitiveValue->getValueID() == CSSValueDetached) { meshType = MeshTypeDetached; iterator.advance(); } } if (!iterator.index()) { // If no value was consumed from the mesh value, then it is just a parameter list, meaning that we end up // having just two CSSListValues: list of shaders and list of parameters. ASSERT(filterValue->length() == 2); parametersValue = filterValue->itemWithoutBoundsCheck(1); } } if (filterValue->length() > 2 && !parametersValue) parametersValue = filterValue->itemWithoutBoundsCheck(2); CustomFilterParameterList parameterList; if (parametersValue && !parseCustomFilterParameterList(parametersValue, parameterList, state)) return 0; RefPtr<CustomFilterProgram> program = createCustomFilterProgram(vertexShader, fragmentShader, programType, mixSettings, meshType, state); return CustomFilterOperation::create(program.release(), parameterList, meshRows, meshColumns, meshType); }