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/*
Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
Copyright (C) 2012 Igalia S.L.
Copyright (C) 2012 Adobe Systems Incorporated
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#include "config.h"
#include "TextureMapperGL.h"
#include "Extensions3D.h"
#include "FilterOperations.h"
#include "GraphicsContext.h"
#include "Image.h"
#include "LengthFunctions.h"
#include "NotImplemented.h"
#include "TextureMapperShaderProgram.h"
#include "Timer.h"
#include <wtf/HashMap.h>
#include <wtf/OwnArrayPtr.h>
#include <wtf/PassOwnArrayPtr.h>
#include <wtf/PassRefPtr.h>
#include <wtf/RefCounted.h>
#include <wtf/TemporaryChange.h>
#if PLATFORM(QT)
#include <QPaintEngine>
#include "NativeImageQt.h"
#endif
#if USE(CAIRO)
#include "CairoUtilities.h"
#include "RefPtrCairo.h"
#include <cairo.h>
#include <wtf/text/CString.h>
#endif
#if ENABLE(CSS_SHADERS)
#include "CustomFilterCompiledProgram.h"
#include "CustomFilterOperation.h"
#include "CustomFilterProgram.h"
#include "CustomFilterRenderer.h"
#include "CustomFilterValidatedProgram.h"
#include "ValidatedCustomFilterOperation.h"
#endif
#if !USE(TEXMAP_OPENGL_ES_2)
// FIXME: Move to Extensions3D.h.
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#endif
#if USE(ACCELERATED_COMPOSITING) && USE(TEXTURE_MAPPER)
namespace WebCore {
struct TextureMapperGLData {
WTF_MAKE_FAST_ALLOCATED;
public:
struct SharedGLData : public RefCounted<SharedGLData> {
typedef HashMap<PlatformGraphicsContext3D, SharedGLData*> GLContextDataMap;
static GLContextDataMap& glContextDataMap()
{
static GLContextDataMap map;
return map;
}
static PassRefPtr<SharedGLData> currentSharedGLData(GraphicsContext3D* context)
{
GLContextDataMap::iterator it = glContextDataMap().find(context->platformGraphicsContext3D());
if (it != glContextDataMap().end())
return it->value;
return adoptRef(new SharedGLData(context));
}
PassRefPtr<TextureMapperShaderProgram> getShaderProgram(TextureMapperShaderProgram::Options options)
{
HashMap<TextureMapperShaderProgram::Options, RefPtr<TextureMapperShaderProgram> >::AddResult result = m_programs.add(options, 0);
if (result.isNewEntry)
result.iterator->value = TextureMapperShaderProgram::create(m_context, options);
return result.iterator->value;
}
HashMap<TextureMapperShaderProgram::Options, RefPtr<TextureMapperShaderProgram> > m_programs;
RefPtr<GraphicsContext3D> m_context;
explicit SharedGLData(GraphicsContext3D* context)
: m_context(context)
{
glContextDataMap().add(context->platformGraphicsContext3D(), this);
}
~SharedGLData()
{
GLContextDataMap::const_iterator end = glContextDataMap().end();
GLContextDataMap::iterator it;
for (it = glContextDataMap().begin(); it != end; ++it) {
if (it->value == this)
break;
}
ASSERT(it != end);
glContextDataMap().remove(it);
}
};
SharedGLData& sharedGLData() const
{
return *sharedData;
}
void initializeStencil();
explicit TextureMapperGLData(GraphicsContext3D* context)
: context(context)
, PaintFlags(0)
, previousProgram(0)
, targetFrameBuffer(0)
, didModifyStencil(false)
, previousScissorState(0)
, previousDepthState(0)
, sharedData(TextureMapperGLData::SharedGLData::currentSharedGLData(this->context))
#if ENABLE(CSS_FILTERS)
, filterInfo(0)
#endif
{ }
~TextureMapperGLData();
Platform3DObject getStaticVBO(GC3Denum target, GC3Dsizeiptr, const void* data);
GraphicsContext3D* context;
TransformationMatrix projectionMatrix;
TextureMapper::PaintFlags PaintFlags;
GC3Dint previousProgram;
GC3Dint targetFrameBuffer;
bool didModifyStencil;
GC3Dint previousScissorState;
GC3Dint previousDepthState;
GC3Dint viewport[4];
GC3Dint previousScissor[4];
RefPtr<SharedGLData> sharedData;
RefPtr<BitmapTexture> currentSurface;
HashMap<const void*, Platform3DObject> vbos;
#if ENABLE(CSS_FILTERS)
const BitmapTextureGL::FilterInfo* filterInfo;
#endif
};
Platform3DObject TextureMapperGLData::getStaticVBO(GC3Denum target, GC3Dsizeiptr size, const void* data)
{
HashMap<const void*, Platform3DObject>::AddResult result = vbos.add(data, 0);
if (result.isNewEntry) {
Platform3DObject vbo = context->createBuffer();
context->bindBuffer(target, vbo);
context->bufferData(target, size, data, GraphicsContext3D::STATIC_DRAW);
result.iterator->value = vbo;
}
return result.iterator->value;
}
TextureMapperGLData::~TextureMapperGLData()
{
HashMap<const void*, Platform3DObject>::iterator end = vbos.end();
for (HashMap<const void*, Platform3DObject>::iterator it = vbos.begin(); it != end; ++it)
context->deleteBuffer(it->value);
}
void TextureMapperGL::ClipStack::reset(const IntRect& rect, TextureMapperGL::ClipStack::YAxisMode mode)
{
clipStack.clear();
size = rect.size();
yAxisMode = mode;
clipState = TextureMapperGL::ClipState(rect);
clipStateDirty = true;
}
void TextureMapperGL::ClipStack::intersect(const IntRect& rect)
{
clipState.scissorBox.intersect(rect);
clipStateDirty = true;
}
void TextureMapperGL::ClipStack::setStencilIndex(int stencilIndex)
{
clipState.stencilIndex = stencilIndex;
clipStateDirty = true;
}
void TextureMapperGL::ClipStack::push()
{
clipStack.append(clipState);
clipStateDirty = true;
}
void TextureMapperGL::ClipStack::pop()
{
if (clipStack.isEmpty())
return;
clipState = clipStack.last();
clipStack.removeLast();
clipStateDirty = true;
}
void TextureMapperGL::ClipStack::apply(GraphicsContext3D* context)
{
if (clipState.scissorBox.isEmpty())
return;
context->scissor(clipState.scissorBox.x(),
(yAxisMode == InvertedYAxis) ? size.height() - clipState.scissorBox.maxY() : clipState.scissorBox.y(),
clipState.scissorBox.width(), clipState.scissorBox.height());
context->stencilOp(GraphicsContext3D::KEEP, GraphicsContext3D::KEEP, GraphicsContext3D::KEEP);
context->stencilFunc(GraphicsContext3D::EQUAL, clipState.stencilIndex - 1, clipState.stencilIndex - 1);
if (clipState.stencilIndex == 1)
context->disable(GraphicsContext3D::STENCIL_TEST);
else
context->enable(GraphicsContext3D::STENCIL_TEST);
}
void TextureMapperGL::ClipStack::applyIfNeeded(GraphicsContext3D* context)
{
if (!clipStateDirty)
return;
clipStateDirty = false;
apply(context);
}
void TextureMapperGLData::initializeStencil()
{
if (currentSurface) {
static_cast<BitmapTextureGL*>(currentSurface.get())->initializeStencil();
return;
}
if (didModifyStencil)
return;
context->clearStencil(0);
context->clear(GraphicsContext3D::STENCIL_BUFFER_BIT);
didModifyStencil = true;
}
BitmapTextureGL* toBitmapTextureGL(BitmapTexture* texture)
{
if (!texture || !texture->isBackedByOpenGL())
return 0;
return static_cast<BitmapTextureGL*>(texture);
}
TextureMapperGL::TextureMapperGL()
: TextureMapper(OpenGLMode)
, m_enableEdgeDistanceAntialiasing(false)
{
m_context3D = GraphicsContext3D::createForCurrentGLContext();
m_data = new TextureMapperGLData(m_context3D.get());
}
TextureMapperGL::ClipStack& TextureMapperGL::clipStack()
{
return data().currentSurface ? toBitmapTextureGL(data().currentSurface.get())->m_clipStack : m_clipStack;
}
void TextureMapperGL::beginPainting(PaintFlags flags)
{
m_context3D->getIntegerv(GraphicsContext3D::CURRENT_PROGRAM, &data().previousProgram);
data().previousScissorState = m_context3D->isEnabled(GraphicsContext3D::SCISSOR_TEST);
data().previousDepthState = m_context3D->isEnabled(GraphicsContext3D::DEPTH_TEST);
#if PLATFORM(QT)
if (m_context) {
QPainter* painter = m_context->platformContext();
painter->save();
painter->beginNativePainting();
}
#endif
m_context3D->disable(GraphicsContext3D::DEPTH_TEST);
m_context3D->enable(GraphicsContext3D::SCISSOR_TEST);
data().didModifyStencil = false;
m_context3D->depthMask(0);
m_context3D->getIntegerv(GraphicsContext3D::VIEWPORT, data().viewport);
m_context3D->getIntegerv(GraphicsContext3D::SCISSOR_BOX, data().previousScissor);
m_clipStack.reset(IntRect(0, 0, data().viewport[2], data().viewport[3]), ClipStack::InvertedYAxis);
m_context3D->getIntegerv(GraphicsContext3D::FRAMEBUFFER_BINDING, &data().targetFrameBuffer);
data().PaintFlags = flags;
bindSurface(0);
}
void TextureMapperGL::endPainting()
{
if (data().didModifyStencil) {
m_context3D->clearStencil(1);
m_context3D->clear(GraphicsContext3D::STENCIL_BUFFER_BIT);
}
m_context3D->useProgram(data().previousProgram);
m_context3D->scissor(data().previousScissor[0], data().previousScissor[1], data().previousScissor[2], data().previousScissor[3]);
if (data().previousScissorState)
m_context3D->enable(GraphicsContext3D::SCISSOR_TEST);
else
m_context3D->disable(GraphicsContext3D::SCISSOR_TEST);
if (data().previousDepthState)
m_context3D->enable(GraphicsContext3D::DEPTH_TEST);
else
m_context3D->disable(GraphicsContext3D::DEPTH_TEST);
#if PLATFORM(QT)
if (!m_context)
return;
QPainter* painter = m_context->platformContext();
painter->endNativePainting();
painter->restore();
#endif
}
void TextureMapperGL::drawBorder(const Color& color, float width, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix)
{
if (clipStack().isCurrentScissorBoxEmpty())
return;
RefPtr<TextureMapperShaderProgram> program = data().sharedGLData().getShaderProgram(TextureMapperShaderProgram::SolidColor);
m_context3D->useProgram(program->programID());
float r, g, b, a;
Color(premultipliedARGBFromColor(color)).getRGBA(r, g, b, a);
m_context3D->uniform4f(program->colorLocation(), r, g, b, a);
m_context3D->lineWidth(width);
draw(targetRect, modelViewMatrix, program.get(), GraphicsContext3D::LINE_LOOP, color.hasAlpha() ? ShouldBlend : 0);
}
// FIXME: drawNumber() should save a number texture-atlas and re-use whenever possible.
void TextureMapperGL::drawNumber(int number, const Color& color, const FloatPoint& targetPoint, const TransformationMatrix& modelViewMatrix)
{
int pointSize = 8;
#if PLATFORM(QT)
QString counterString = QString::number(number);
QFont font(QString::fromLatin1("Monospace"), pointSize, QFont::Bold);
font.setStyleHint(QFont::TypeWriter);
QFontMetrics fontMetrics(font);
int width = fontMetrics.width(counterString) + 4;
int height = fontMetrics.height();
IntSize size(width, height);
IntRect sourceRect(IntPoint::zero(), size);
IntRect targetRect(roundedIntPoint(targetPoint), size);
QImage image(size, NativeImageQt::defaultFormatForAlphaEnabledImages());
QPainter painter(&image);
painter.fillRect(sourceRect, Color::createUnchecked(color.blue(), color.green(), color.red())); // Since we won't swap R+B when uploading a texture, paint with the swapped R+B color.
painter.setFont(font);
painter.setPen(Qt::white);
painter.drawText(2, height * 0.85, counterString);
RefPtr<BitmapTexture> texture = acquireTextureFromPool(size);
const uchar* bits = image.bits();
static_cast<BitmapTextureGL*>(texture.get())->updateContentsNoSwizzle(bits, sourceRect, IntPoint::zero(), image.bytesPerLine());
drawTexture(*texture, targetRect, modelViewMatrix, 1.0f, AllEdges);
#elif USE(CAIRO)
CString counterString = String::number(number).ascii();
// cairo_text_extents() requires a cairo_t, so dimensions need to be guesstimated.
int width = counterString.length() * pointSize * 1.2;
int height = pointSize * 1.5;
cairo_surface_t* surface = cairo_image_surface_create(CAIRO_FORMAT_ARGB32, width, height);
cairo_t* cr = cairo_create(surface);
float r, g, b, a;
color.getRGBA(r, g, b, a);
cairo_set_source_rgba(cr, b, g, r, a); // Since we won't swap R+B when uploading a texture, paint with the swapped R+B color.
cairo_rectangle(cr, 0, 0, width, height);
cairo_fill(cr);
cairo_select_font_face(cr, "Monospace", CAIRO_FONT_SLANT_NORMAL, CAIRO_FONT_WEIGHT_BOLD);
cairo_set_font_size(cr, pointSize);
cairo_set_source_rgb(cr, 1, 1, 1);
cairo_move_to(cr, 2, pointSize);
cairo_show_text(cr, counterString.data());
IntSize size(width, height);
IntRect sourceRect(IntPoint::zero(), size);
IntRect targetRect(roundedIntPoint(targetPoint), size);
RefPtr<BitmapTexture> texture = acquireTextureFromPool(size);
const unsigned char* bits = cairo_image_surface_get_data(surface);
int stride = cairo_image_surface_get_stride(surface);
static_cast<BitmapTextureGL*>(texture.get())->updateContentsNoSwizzle(bits, sourceRect, IntPoint::zero(), stride);
drawTexture(*texture, targetRect, modelViewMatrix, 1.0f, AllEdges);
cairo_surface_destroy(surface);
cairo_destroy(cr);
#else
UNUSED_PARAM(number);
UNUSED_PARAM(pointSize);
UNUSED_PARAM(targetPoint);
UNUSED_PARAM(modelViewMatrix);
notImplemented();
#endif
}
#if ENABLE(CSS_FILTERS)
static TextureMapperShaderProgram::Options optionsForFilterType(FilterOperation::OperationType type, unsigned pass)
{
switch (type) {
case FilterOperation::GRAYSCALE:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::GrayscaleFilter;
case FilterOperation::SEPIA:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::SepiaFilter;
case FilterOperation::SATURATE:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::SaturateFilter;
case FilterOperation::HUE_ROTATE:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::HueRotateFilter;
case FilterOperation::INVERT:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::InvertFilter;
case FilterOperation::BRIGHTNESS:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::BrightnessFilter;
case FilterOperation::CONTRAST:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::ContrastFilter;
case FilterOperation::OPACITY:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::OpacityFilter;
case FilterOperation::BLUR:
return TextureMapperShaderProgram::BlurFilter;
case FilterOperation::DROP_SHADOW:
return TextureMapperShaderProgram::AlphaBlur
| (pass ? TextureMapperShaderProgram::ContentTexture | TextureMapperShaderProgram::SolidColor: 0);
default:
ASSERT_NOT_REACHED();
return 0;
}
}
static unsigned getPassesRequiredForFilter(FilterOperation::OperationType type)
{
switch (type) {
case FilterOperation::GRAYSCALE:
case FilterOperation::SEPIA:
case FilterOperation::SATURATE:
case FilterOperation::HUE_ROTATE:
case FilterOperation::INVERT:
case FilterOperation::BRIGHTNESS:
case FilterOperation::CONTRAST:
case FilterOperation::OPACITY:
#if ENABLE(CSS_SHADERS)
case FilterOperation::CUSTOM:
case FilterOperation::VALIDATED_CUSTOM:
#endif
return 1;
case FilterOperation::BLUR:
case FilterOperation::DROP_SHADOW:
// We use two-passes (vertical+horizontal) for blur and drop-shadow.
return 2;
default:
return 0;
}
}
// Create a normal distribution of 21 values between -2 and 2.
static const unsigned GaussianKernelHalfWidth = 11;
static const float GaussianKernelStep = 0.2;
static inline float gauss(float x)
{
return exp(-(x * x) / 2.);
}
static float* gaussianKernel()
{
static bool prepared = false;
static float kernel[GaussianKernelHalfWidth] = {0, };
if (prepared)
return kernel;
kernel[0] = gauss(0);
float sum = kernel[0];
for (unsigned i = 1; i < GaussianKernelHalfWidth; ++i) {
kernel[i] = gauss(i * GaussianKernelStep);
sum += 2 * kernel[i];
}
// Normalize the kernel.
float scale = 1 / sum;
for (unsigned i = 0; i < GaussianKernelHalfWidth; ++i)
kernel[i] *= scale;
prepared = true;
return kernel;
}
static void prepareFilterProgram(TextureMapperShaderProgram* program, const FilterOperation& operation, unsigned pass, const IntSize& size, GC3Duint contentTexture)
{
RefPtr<GraphicsContext3D> context = program->context();
context->useProgram(program->programID());
switch (operation.getOperationType()) {
case FilterOperation::GRAYSCALE:
case FilterOperation::SEPIA:
case FilterOperation::SATURATE:
case FilterOperation::HUE_ROTATE:
context->uniform1f(program->filterAmountLocation(), static_cast<const BasicColorMatrixFilterOperation&>(operation).amount());
break;
case FilterOperation::INVERT:
case FilterOperation::BRIGHTNESS:
case FilterOperation::CONTRAST:
case FilterOperation::OPACITY:
context->uniform1f(program->filterAmountLocation(), static_cast<const BasicComponentTransferFilterOperation&>(operation).amount());
break;
case FilterOperation::BLUR: {
const BlurFilterOperation& blur = static_cast<const BlurFilterOperation&>(operation);
FloatSize radius;
// Blur is done in two passes, first horizontally and then vertically. The same shader is used for both.
if (pass)
radius.setHeight(floatValueForLength(blur.stdDeviation(), size.height()) / size.height());
else
radius.setWidth(floatValueForLength(blur.stdDeviation(), size.width()) / size.width());
context->uniform2f(program->blurRadiusLocation(), radius.width(), radius.height());
context->uniform1fv(program->gaussianKernelLocation(), GaussianKernelHalfWidth, gaussianKernel());
break;
}
case FilterOperation::DROP_SHADOW: {
const DropShadowFilterOperation& shadow = static_cast<const DropShadowFilterOperation&>(operation);
context->uniform1fv(program->gaussianKernelLocation(), GaussianKernelHalfWidth, gaussianKernel());
switch (pass) {
case 0:
// First pass: horizontal alpha blur.
context->uniform2f(program->blurRadiusLocation(), shadow.stdDeviation() / float(size.width()), 0);
context->uniform2f(program->shadowOffsetLocation(), float(shadow.location().x()) / float(size.width()), float(shadow.location().y()) / float(size.height()));
break;
case 1:
// Second pass: we need the shadow color and the content texture for compositing.
float r, g, b, a;
Color(premultipliedARGBFromColor(shadow.color())).getRGBA(r, g, b, a);
context->uniform4f(program->colorLocation(), r, g, b, a);
context->uniform2f(program->blurRadiusLocation(), 0, shadow.stdDeviation() / float(size.height()));
context->uniform2f(program->shadowOffsetLocation(), 0, 0);
context->activeTexture(GraphicsContext3D::TEXTURE1);
context->bindTexture(GraphicsContext3D::TEXTURE_2D, contentTexture);
context->uniform1i(program->contentTextureLocation(), 1);
break;
}
break;
}
default:
break;
}
}
#endif
void TextureMapperGL::drawTexture(const BitmapTexture& texture, const FloatRect& targetRect, const TransformationMatrix& matrix, float opacity, unsigned exposedEdges)
{
if (!texture.isValid())
return;
if (clipStack().isCurrentScissorBoxEmpty())
return;
const BitmapTextureGL& textureGL = static_cast<const BitmapTextureGL&>(texture);
#if ENABLE(CSS_FILTERS)
TemporaryChange<const BitmapTextureGL::FilterInfo*> filterInfo(data().filterInfo, textureGL.filterInfo());
#endif
drawTexture(textureGL.id(), textureGL.isOpaque() ? 0 : ShouldBlend, textureGL.size(), targetRect, matrix, opacity, exposedEdges);
}
void TextureMapperGL::drawTexture(Platform3DObject texture, Flags flags, const IntSize& textureSize, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix, float opacity, unsigned exposedEdges)
{
bool useRect = flags & ShouldUseARBTextureRect;
bool useAntialiasing = m_enableEdgeDistanceAntialiasing
&& exposedEdges == AllEdges
&& !modelViewMatrix.mapQuad(targetRect).isRectilinear();
TextureMapperShaderProgram::Options options = TextureMapperShaderProgram::Texture;
if (useRect)
options |= TextureMapperShaderProgram::Rect;
if (opacity < 1)
options |= TextureMapperShaderProgram::Opacity;
if (useAntialiasing) {
options |= TextureMapperShaderProgram::Antialiasing;
flags |= ShouldAntialias;
}
#if ENABLE(CSS_FILTERS)
RefPtr<FilterOperation> filter = data().filterInfo ? data().filterInfo->filter: 0;
GC3Duint filterContentTextureID = 0;
if (filter) {
if (data().filterInfo->contentTexture)
filterContentTextureID = toBitmapTextureGL(data().filterInfo->contentTexture.get())->id();
options |= optionsForFilterType(filter->getOperationType(), data().filterInfo->pass);
if (filter->affectsOpacity())
flags |= ShouldBlend;
}
#endif
if (useAntialiasing || opacity < 1)
flags |= ShouldBlend;
RefPtr<TextureMapperShaderProgram> program;
program = data().sharedGLData().getShaderProgram(options);
#if ENABLE(CSS_FILTERS)
if (filter)
prepareFilterProgram(program.get(), *filter.get(), data().filterInfo->pass, textureSize, filterContentTextureID);
#endif
drawTexturedQuadWithProgram(program.get(), texture, flags, textureSize, targetRect, modelViewMatrix, opacity);
}
void TextureMapperGL::drawSolidColor(const FloatRect& rect, const TransformationMatrix& matrix, const Color& color)
{
Flags flags = 0;
TextureMapperShaderProgram::Options options = TextureMapperShaderProgram::SolidColor;
if (!matrix.mapQuad(rect).isRectilinear()) {
options |= TextureMapperShaderProgram::Antialiasing;
flags |= ShouldBlend | ShouldAntialias;
}
RefPtr<TextureMapperShaderProgram> program = data().sharedGLData().getShaderProgram(options);
m_context3D->useProgram(program->programID());
float r, g, b, a;
Color(premultipliedARGBFromColor(color)).getRGBA(r, g, b, a);
m_context3D->uniform4f(program->colorLocation(), r, g, b, a);
if (a < 1)
flags |= ShouldBlend;
draw(rect, matrix, program.get(), GraphicsContext3D::TRIANGLE_FAN, flags);
}
void TextureMapperGL::drawEdgeTriangles(TextureMapperShaderProgram* program)
{
const GC3Dfloat left = 0;
const GC3Dfloat top = 0;
const GC3Dfloat right = 1;
const GC3Dfloat bottom = 1;
const GC3Dfloat center = 0.5;
// Each 4d triangle consists of a center point and two edge points, where the zw coordinates
// of each vertex equals the nearest point to the vertex on the edge.
#define SIDE_TRIANGLE_DATA(x1, y1, x2, y2) \
x1, y1, x1, y1, \
x2, y2, x2, y2, \
center, center, (x1 + x2) / 2, (y1 + y2) / 2
static const GC3Dfloat unitRectSideTriangles[] = {
SIDE_TRIANGLE_DATA(left, top, right, top),
SIDE_TRIANGLE_DATA(left, top, left, bottom),
SIDE_TRIANGLE_DATA(right, top, right, bottom),
SIDE_TRIANGLE_DATA(left, bottom, right, bottom)
};
#undef SIDE_TRIANGLE_DATA
Platform3DObject vbo = data().getStaticVBO(GraphicsContext3D::ARRAY_BUFFER, sizeof(GC3Dfloat) * 48, unitRectSideTriangles);
m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, vbo);
m_context3D->vertexAttribPointer(program->vertexLocation(), 4, GraphicsContext3D::FLOAT, false, 0, 0);
m_context3D->drawArrays(GraphicsContext3D::TRIANGLES, 0, 12);
m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0);
}
void TextureMapperGL::drawUnitRect(TextureMapperShaderProgram* program, GC3Denum drawingMode)
{
static const GC3Dfloat unitRect[] = { 0, 0, 1, 0, 1, 1, 0, 1 };
Platform3DObject vbo = data().getStaticVBO(GraphicsContext3D::ARRAY_BUFFER, sizeof(GC3Dfloat) * 8, unitRect);
m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, vbo);
m_context3D->vertexAttribPointer(program->vertexLocation(), 2, GraphicsContext3D::FLOAT, false, 0, 0);
m_context3D->drawArrays(drawingMode, 0, 4);
m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0);
}
void TextureMapperGL::draw(const FloatRect& rect, const TransformationMatrix& modelViewMatrix, TextureMapperShaderProgram* shaderProgram, GC3Denum drawingMode, Flags flags)
{
TransformationMatrix matrix =
TransformationMatrix(modelViewMatrix).multiply(TransformationMatrix::rectToRect(FloatRect(0, 0, 1, 1), rect));
m_context3D->enableVertexAttribArray(shaderProgram->vertexLocation());
shaderProgram->setMatrix(shaderProgram->modelViewMatrixLocation(), matrix);
shaderProgram->setMatrix(shaderProgram->projectionMatrixLocation(), data().projectionMatrix);
if (isInMaskMode()) {
m_context3D->blendFunc(GraphicsContext3D::ZERO, GraphicsContext3D::SRC_ALPHA);
m_context3D->enable(GraphicsContext3D::BLEND);
} else {
if (flags & ShouldBlend) {
m_context3D->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA);
m_context3D->enable(GraphicsContext3D::BLEND);
} else
m_context3D->disable(GraphicsContext3D::BLEND);
}
if (flags & ShouldAntialias)
drawEdgeTriangles(shaderProgram);
else
drawUnitRect(shaderProgram, drawingMode);
m_context3D->disableVertexAttribArray(shaderProgram->vertexLocation());
m_context3D->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA);
m_context3D->enable(GraphicsContext3D::BLEND);
}
void TextureMapperGL::drawTexturedQuadWithProgram(TextureMapperShaderProgram* program, uint32_t texture, Flags flags, const IntSize& size, const FloatRect& rect, const TransformationMatrix& modelViewMatrix, float opacity)
{
m_context3D->useProgram(program->programID());
m_context3D->activeTexture(GraphicsContext3D::TEXTURE0);
GC3Denum target = flags & ShouldUseARBTextureRect ? GC3Denum(Extensions3D::TEXTURE_RECTANGLE_ARB) : GC3Denum(GraphicsContext3D::TEXTURE_2D);
m_context3D->bindTexture(target, texture);
m_context3D->uniform1i(program->samplerLocation(), 0);
if (wrapMode() == RepeatWrap) {
m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::REPEAT);
m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::REPEAT);
}
TransformationMatrix patternTransform = this->patternTransform();
if (flags & ShouldFlipTexture)
patternTransform.flipY();
if (flags & ShouldUseARBTextureRect)
patternTransform.scaleNonUniform(size.width(), size.height());
if (flags & ShouldFlipTexture)
patternTransform.translate(0, -1);
program->setMatrix(program->textureSpaceMatrixLocation(), patternTransform);
m_context3D->uniform1f(program->opacityLocation(), opacity);
if (opacity < 1)
flags |= ShouldBlend;
draw(rect, modelViewMatrix, program, GraphicsContext3D::TRIANGLE_FAN, flags);
m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);
}
BitmapTextureGL::BitmapTextureGL(TextureMapperGL* textureMapper)
: m_id(0)
, m_fbo(0)
, m_rbo(0)
, m_depthBufferObject(0)
, m_shouldClear(true)
, m_context3D(textureMapper->graphicsContext3D())
{
}
bool BitmapTextureGL::canReuseWith(const IntSize& contentsSize, Flags)
{
return contentsSize == m_textureSize;
}
#if OS(DARWIN)
#define DEFAULT_TEXTURE_PIXEL_TRANSFER_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
#else
#define DEFAULT_TEXTURE_PIXEL_TRANSFER_TYPE GraphicsContext3D::UNSIGNED_BYTE
#endif
static void swizzleBGRAToRGBA(uint32_t* data, const IntRect& rect, int stride = 0)
{
stride = stride ? stride : rect.width();
for (int y = rect.y(); y < rect.maxY(); ++y) {
uint32_t* p = data + y * stride;
for (int x = rect.x(); x < rect.maxX(); ++x)
p[x] = ((p[x] << 16) & 0xff0000) | ((p[x] >> 16) & 0xff) | (p[x] & 0xff00ff00);
}
}
// If GL_EXT_texture_format_BGRA8888 is supported in the OpenGLES
// internal and external formats need to be BGRA
static bool driverSupportsExternalTextureBGRA(GraphicsContext3D* context)
{
if (context->isGLES2Compliant()) {
static bool supportsExternalTextureBGRA = context->getExtensions()->supports("GL_EXT_texture_format_BGRA8888");
return supportsExternalTextureBGRA;
}
return true;
}
static bool driverSupportsSubImage(GraphicsContext3D* context)
{
if (context->isGLES2Compliant()) {
static bool supportsSubImage = context->getExtensions()->supports("GL_EXT_unpack_subimage");
return supportsSubImage;
}
return true;
}
void BitmapTextureGL::didReset()
{
if (!m_id)
m_id = m_context3D->createTexture();
m_shouldClear = true;
if (m_textureSize == contentSize())
return;
m_textureSize = contentSize();
m_context3D->bindTexture(GraphicsContext3D::TEXTURE_2D, m_id);
m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR);
m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR);
m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);
Platform3DObject internalFormat = GraphicsContext3D::RGBA;
Platform3DObject externalFormat = GraphicsContext3D::BGRA;
if (m_context3D->isGLES2Compliant()) {
if (driverSupportsExternalTextureBGRA(m_context3D.get()))
internalFormat = GraphicsContext3D::BGRA;
else
externalFormat = GraphicsContext3D::RGBA;
}
m_context3D->texImage2DDirect(GraphicsContext3D::TEXTURE_2D, 0, internalFormat, m_textureSize.width(), m_textureSize.height(), 0, externalFormat, DEFAULT_TEXTURE_PIXEL_TRANSFER_TYPE, 0);
}
void BitmapTextureGL::updateContentsNoSwizzle(const void* srcData, const IntRect& targetRect, const IntPoint& sourceOffset, int bytesPerLine, unsigned bytesPerPixel, Platform3DObject glFormat)
{
m_context3D->bindTexture(GraphicsContext3D::TEXTURE_2D, m_id);
if (driverSupportsSubImage(m_context3D.get())) { // For ES drivers that don't support sub-images.
// Use the OpenGL sub-image extension, now that we know it's available.
m_context3D->pixelStorei(GL_UNPACK_ROW_LENGTH, bytesPerLine / bytesPerPixel);
m_context3D->pixelStorei(GL_UNPACK_SKIP_ROWS, sourceOffset.y());
m_context3D->pixelStorei(GL_UNPACK_SKIP_PIXELS, sourceOffset.x());
}
m_context3D->texSubImage2D(GraphicsContext3D::TEXTURE_2D, 0, targetRect.x(), targetRect.y(), targetRect.width(), targetRect.height(), glFormat, DEFAULT_TEXTURE_PIXEL_TRANSFER_TYPE, srcData);
if (driverSupportsSubImage(m_context3D.get())) { // For ES drivers that don't support sub-images.
m_context3D->pixelStorei(GL_UNPACK_ROW_LENGTH, 0);
m_context3D->pixelStorei(GL_UNPACK_SKIP_ROWS, 0);
m_context3D->pixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
}
}
void BitmapTextureGL::updateContents(const void* srcData, const IntRect& targetRect, const IntPoint& sourceOffset, int bytesPerLine, UpdateContentsFlag updateContentsFlag)
{
Platform3DObject glFormat = GraphicsContext3D::RGBA;
m_context3D->bindTexture(GraphicsContext3D::TEXTURE_2D, m_id);
const unsigned bytesPerPixel = 4;
char* data = reinterpret_cast<char*>(const_cast<void*>(srcData));
Vector<char> temporaryData;
IntPoint adjustedSourceOffset = sourceOffset;
// Texture upload requires subimage buffer if driver doesn't support subimage and we don't have full image upload.
bool requireSubImageBuffer = !driverSupportsSubImage(m_context3D.get())
&& !(bytesPerLine == static_cast<int>(targetRect.width() * bytesPerPixel) && adjustedSourceOffset == IntPoint::zero());
// prepare temporaryData if necessary
if ((!driverSupportsExternalTextureBGRA(m_context3D.get()) && updateContentsFlag == UpdateCannotModifyOriginalImageData) || requireSubImageBuffer) {
temporaryData.resize(targetRect.width() * targetRect.height() * bytesPerPixel);
data = temporaryData.data();
const char* bits = static_cast<const char*>(srcData);
const char* src = bits + sourceOffset.y() * bytesPerLine + sourceOffset.x() * bytesPerPixel;
char* dst = data;
const int targetBytesPerLine = targetRect.width() * bytesPerPixel;
for (int y = 0; y < targetRect.height(); ++y) {
memcpy(dst, src, targetBytesPerLine);
src += bytesPerLine;
dst += targetBytesPerLine;
}
bytesPerLine = targetBytesPerLine;
adjustedSourceOffset = IntPoint(0, 0);
}
if (driverSupportsExternalTextureBGRA(m_context3D.get()))
glFormat = GraphicsContext3D::BGRA;
else
swizzleBGRAToRGBA(reinterpret_cast_ptr<uint32_t*>(data), IntRect(adjustedSourceOffset, targetRect.size()), bytesPerLine / bytesPerPixel);
updateContentsNoSwizzle(data, targetRect, adjustedSourceOffset, bytesPerLine, bytesPerPixel, glFormat);
}
void BitmapTextureGL::updateContents(Image* image, const IntRect& targetRect, const IntPoint& offset, UpdateContentsFlag updateContentsFlag)
{
if (!image)
return;
NativeImagePtr frameImage = image->nativeImageForCurrentFrame();
if (!frameImage)
return;
int bytesPerLine;
const char* imageData;
#if PLATFORM(QT)
QImage qImage;
QPaintEngine* paintEngine = frameImage->paintEngine();
if (paintEngine && paintEngine->type() == QPaintEngine::Raster) {
// QRasterPixmapData::toImage() will deep-copy the backing QImage if there's an active QPainter on it.
// For performance reasons, we don't want that here, so we temporarily redirect the paint engine.
QPaintDevice* currentPaintDevice = paintEngine->paintDevice();
paintEngine->setPaintDevice(0);
qImage = frameImage->toImage();
paintEngine->setPaintDevice(currentPaintDevice);
} else
qImage = frameImage->toImage();
imageData = reinterpret_cast<const char*>(qImage.constBits());
bytesPerLine = qImage.bytesPerLine();
#elif USE(CAIRO)
cairo_surface_t* surface = frameImage.get();
imageData = reinterpret_cast<const char*>(cairo_image_surface_get_data(surface));
bytesPerLine = cairo_image_surface_get_stride(surface);
#endif
updateContents(imageData, targetRect, offset, bytesPerLine, updateContentsFlag);
}
#if ENABLE(CSS_SHADERS)
void TextureMapperGL::removeCachedCustomFilterProgram(CustomFilterProgram* program)
{
m_customFilterPrograms.remove(program->programInfo());
}
bool TextureMapperGL::drawUsingCustomFilter(BitmapTexture& target, const BitmapTexture& source, const FilterOperation& filter)
{
RefPtr<CustomFilterRenderer> renderer;
switch (filter.getOperationType()) {
case FilterOperation::CUSTOM: {
// WebKit2 pipeline is using the CustomFilterOperation, that's because of the "de-serialization" that
// happens in CoordinatedGraphicsArgumentCoders.
const CustomFilterOperation* customFilter = static_cast<const CustomFilterOperation*>(&filter);
RefPtr<CustomFilterProgram> program = customFilter->program();
renderer = CustomFilterRenderer::create(m_context3D, program->programType(), customFilter->parameters(),
customFilter->meshRows(), customFilter->meshColumns(), customFilter->meshType());
CustomFilterProgramMap::AddResult result = m_customFilterPrograms.add(program->programInfo(), 0);
if (result.isNewEntry)
result.iterator->value = CustomFilterCompiledProgram::create(m_context3D, program->vertexShaderString(), program->fragmentShaderString(), program->programType());
renderer->setCompiledProgram(result.iterator->value);
break;
}
case FilterOperation::VALIDATED_CUSTOM: {
// WebKit1 uses the ValidatedCustomFilterOperation.
const ValidatedCustomFilterOperation* customFilter = static_cast<const ValidatedCustomFilterOperation*>(&filter);
RefPtr<CustomFilterValidatedProgram> program = customFilter->validatedProgram();
renderer = CustomFilterRenderer::create(m_context3D, program->programInfo().programType(), customFilter->parameters(),
customFilter->meshRows(), customFilter->meshColumns(), customFilter->meshType());
RefPtr<CustomFilterCompiledProgram> compiledProgram;
CustomFilterProgramMap::AddResult result = m_customFilterPrograms.add(program->programInfo(), 0);
if (result.isNewEntry)
result.iterator->value = CustomFilterCompiledProgram::create(m_context3D, program->validatedVertexShader(), program->validatedFragmentShader(), program->programInfo().programType());
renderer->setCompiledProgram(result.iterator->value);
break;
}
default:
ASSERT_NOT_REACHED();
return false;
}
if (!renderer || !renderer->prepareForDrawing())
return false;
static_cast<BitmapTextureGL&>(target).initializeDepthBuffer();
m_context3D->enable(GraphicsContext3D::BLEND);
m_context3D->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA);
m_context3D->enable(GraphicsContext3D::DEPTH_TEST);
m_context3D->depthFunc(GraphicsContext3D::LESS);
m_context3D->clearDepth(1);
m_context3D->depthMask(1);
m_context3D->clearColor(0, 0, 0, 0);
m_context3D->clear(GraphicsContext3D::COLOR_BUFFER_BIT | GraphicsContext3D::DEPTH_BUFFER_BIT);
renderer->draw(static_cast<const BitmapTextureGL&>(source).id(), source.size());
m_context3D->disable(GraphicsContext3D::DEPTH_TEST);
m_context3D->disable(GraphicsContext3D::BLEND);
m_context3D->depthMask(0);
return true;
}
#endif
#if ENABLE(CSS_FILTERS)
void TextureMapperGL::drawFiltered(const BitmapTexture& sampler, const BitmapTexture* contentTexture, const FilterOperation& filter, int pass)
{
// For standard filters, we always draw the whole texture without transformations.
TextureMapperShaderProgram::Options options = optionsForFilterType(filter.getOperationType(), pass);
RefPtr<TextureMapperShaderProgram> program = data().sharedGLData().getShaderProgram(options);
ASSERT(program);
prepareFilterProgram(program.get(), filter, pass, sampler.contentSize(), contentTexture ? static_cast<const BitmapTextureGL*>(contentTexture)->id() : 0);
FloatRect targetRect(IntPoint::zero(), sampler.contentSize());
drawTexturedQuadWithProgram(program.get(), static_cast<const BitmapTextureGL&>(sampler).id(), 0, IntSize(1, 1), targetRect, TransformationMatrix(), 1);
}
static bool isCustomFilter(FilterOperation::OperationType type)
{
#if ENABLE(CSS_SHADERS)
return type == FilterOperation::CUSTOM || type == FilterOperation::VALIDATED_CUSTOM;
#else
return false;
#endif
}
PassRefPtr<BitmapTexture> BitmapTextureGL::applyFilters(TextureMapper* textureMapper, const FilterOperations& filters)
{
if (filters.isEmpty())
return this;
TextureMapperGL* texmapGL = static_cast<TextureMapperGL*>(textureMapper);
RefPtr<BitmapTexture> previousSurface = texmapGL->data().currentSurface;
RefPtr<BitmapTexture> resultSurface = this;
RefPtr<BitmapTexture> intermediateSurface;
RefPtr<BitmapTexture> spareSurface;
m_filterInfo = FilterInfo();
for (size_t i = 0; i < filters.size(); ++i) {
RefPtr<FilterOperation> filter = filters.operations()[i];
ASSERT(filter);
bool custom = isCustomFilter(filter->getOperationType());
int numPasses = getPassesRequiredForFilter(filter->getOperationType());
for (int j = 0; j < numPasses; ++j) {
bool last = (i == filters.size() - 1) && (j == numPasses - 1);
if (custom || !last) {
if (!intermediateSurface)
intermediateSurface = texmapGL->acquireTextureFromPool(contentSize());
texmapGL->bindSurface(intermediateSurface.get());
}
#if ENABLE(CSS_SHADERS)
if (custom) {
if (texmapGL->drawUsingCustomFilter(*intermediateSurface.get(), *resultSurface.get(), *filter))
std::swap(resultSurface, intermediateSurface);
continue;
}
#endif
if (last) {
toBitmapTextureGL(resultSurface.get())->m_filterInfo = BitmapTextureGL::FilterInfo(filter, j, spareSurface);
break;
}
texmapGL->drawFiltered(*resultSurface.get(), spareSurface.get(), *filter, j);
if (!j && filter->getOperationType() == FilterOperation::DROP_SHADOW) {
spareSurface = resultSurface;
resultSurface.clear();
}
std::swap(resultSurface, intermediateSurface);
}
}
texmapGL->bindSurface(previousSurface.get());
return resultSurface;
}
#endif
static inline TransformationMatrix createProjectionMatrix(const IntSize& size, bool mirrored)
{
const float nearValue = 9999999;
const float farValue = -99999;
return TransformationMatrix(2.0 / float(size.width()), 0, 0, 0,
0, (mirrored ? 2.0 : -2.0) / float(size.height()), 0, 0,
0, 0, -2.f / (farValue - nearValue), 0,
-1, mirrored ? -1 : 1, -(farValue + nearValue) / (farValue - nearValue), 1);
}
void BitmapTextureGL::initializeStencil()
{
if (m_rbo)
return;
m_rbo = m_context3D->createRenderbuffer();
m_context3D->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_rbo);
#ifdef TEXMAP_OPENGL_ES_2
m_context3D->renderbufferStorage(GraphicsContext3D::RENDERBUFFER, GraphicsContext3D::STENCIL_INDEX8, m_textureSize.width(), m_textureSize.height());
#else
m_context3D->renderbufferStorage(GraphicsContext3D::RENDERBUFFER, GraphicsContext3D::DEPTH_STENCIL, m_textureSize.width(), m_textureSize.height());
#endif
m_context3D->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, 0);
m_context3D->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::STENCIL_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_rbo);
m_context3D->clearStencil(0);
m_context3D->clear(GraphicsContext3D::STENCIL_BUFFER_BIT);
}
void BitmapTextureGL::initializeDepthBuffer()
{
if (m_depthBufferObject)
return;
m_depthBufferObject = m_context3D->createRenderbuffer();
m_context3D->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_depthBufferObject);
m_context3D->renderbufferStorage(GraphicsContext3D::RENDERBUFFER, GraphicsContext3D::DEPTH_COMPONENT16, m_textureSize.width(), m_textureSize.height());
m_context3D->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, 0);
m_context3D->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_depthBufferObject);
}
void BitmapTextureGL::clearIfNeeded()
{
if (!m_shouldClear)
return;
m_clipStack.reset(IntRect(IntPoint::zero(), m_textureSize), TextureMapperGL::ClipStack::DefaultYAxis);
m_clipStack.applyIfNeeded(m_context3D.get());
m_context3D->clearColor(0, 0, 0, 0);
m_context3D->clear(GraphicsContext3D::COLOR_BUFFER_BIT);
m_shouldClear = false;
}
void BitmapTextureGL::createFboIfNeeded()
{
if (m_fbo)
return;
m_fbo = m_context3D->createFramebuffer();
m_context3D->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo);
m_context3D->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, id(), 0);
m_shouldClear = true;
}
void BitmapTextureGL::bind(TextureMapperGL* textureMapper)
{
m_context3D->bindTexture(GraphicsContext3D::TEXTURE_2D, 0);
createFboIfNeeded();
m_context3D->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo);
m_context3D->viewport(0, 0, m_textureSize.width(), m_textureSize.height());
clearIfNeeded();
textureMapper->data().projectionMatrix = createProjectionMatrix(m_textureSize, true /* mirrored */);
m_clipStack.apply(m_context3D.get());
}
BitmapTextureGL::~BitmapTextureGL()
{
if (m_id)
m_context3D->deleteTexture(m_id);
if (m_fbo)
m_context3D->deleteFramebuffer(m_fbo);
if (m_rbo)
m_context3D->deleteRenderbuffer(m_rbo);
if (m_depthBufferObject)
m_context3D->deleteRenderbuffer(m_depthBufferObject);
}
bool BitmapTextureGL::isValid() const
{
return m_id;
}
IntSize BitmapTextureGL::size() const
{
return m_textureSize;
}
TextureMapperGL::~TextureMapperGL()
{
delete m_data;
}
void TextureMapperGL::bindDefaultSurface()
{
m_context3D->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, data().targetFrameBuffer);
IntSize viewportSize(data().viewport[2], data().viewport[3]);
data().projectionMatrix = createProjectionMatrix(viewportSize, data().PaintFlags & PaintingMirrored);
m_context3D->viewport(data().viewport[0], data().viewport[1], viewportSize.width(), viewportSize.height());
m_clipStack.apply(m_context3D.get());
data().currentSurface.clear();
}
void TextureMapperGL::bindSurface(BitmapTexture *surface)
{
if (!surface) {
bindDefaultSurface();
return;
}
static_cast<BitmapTextureGL*>(surface)->bind(this);
data().currentSurface = surface;
}
bool TextureMapperGL::beginScissorClip(const TransformationMatrix& modelViewMatrix, const FloatRect& targetRect)
{
// 3D transforms are currently not supported in scissor clipping
// resulting in cropped surfaces when z>0.
if (!modelViewMatrix.isAffine())
return false;
FloatQuad quad = modelViewMatrix.projectQuad(targetRect);
IntRect rect = quad.enclosingBoundingBox();
// Only use scissors on rectilinear clips.
if (!quad.isRectilinear() || rect.isEmpty())
return false;
clipStack().intersect(rect);
clipStack().applyIfNeeded(m_context3D.get());
return true;
}
void TextureMapperGL::beginClip(const TransformationMatrix& modelViewMatrix, const FloatRect& targetRect)
{
clipStack().push();
if (beginScissorClip(modelViewMatrix, targetRect))
return;
data().initializeStencil();
RefPtr<TextureMapperShaderProgram> program = data().sharedGLData().getShaderProgram(TextureMapperShaderProgram::SolidColor);
m_context3D->useProgram(program->programID());
m_context3D->enableVertexAttribArray(program->vertexLocation());
const GC3Dfloat unitRect[] = {0, 0, 1, 0, 1, 1, 0, 1};
m_context3D->vertexAttribPointer(program->vertexLocation(), 2, GraphicsContext3D::FLOAT, false, 0, GC3Dintptr(unitRect));
TransformationMatrix matrix = TransformationMatrix(modelViewMatrix)
.multiply(TransformationMatrix::rectToRect(FloatRect(0, 0, 1, 1), targetRect));
static const TransformationMatrix fullProjectionMatrix = TransformationMatrix::rectToRect(FloatRect(0, 0, 1, 1), FloatRect(-1, -1, 2, 2));
int stencilIndex = clipStack().getStencilIndex();
m_context3D->enable(GraphicsContext3D::STENCIL_TEST);
// Make sure we don't do any actual drawing.
m_context3D->stencilFunc(GraphicsContext3D::NEVER, stencilIndex, stencilIndex);
// Operate only on the stencilIndex and above.
m_context3D->stencilMask(0xff & ~(stencilIndex - 1));
// First clear the entire buffer at the current index.
program->setMatrix(program->projectionMatrixLocation(), fullProjectionMatrix);
program->setMatrix(program->modelViewMatrixLocation(), TransformationMatrix());
m_context3D->stencilOp(GraphicsContext3D::ZERO, GraphicsContext3D::ZERO, GraphicsContext3D::ZERO);
m_context3D->drawArrays(GraphicsContext3D::TRIANGLE_FAN, 0, 4);
// Now apply the current index to the new quad.
m_context3D->stencilOp(GraphicsContext3D::REPLACE, GraphicsContext3D::REPLACE, GraphicsContext3D::REPLACE);
program->setMatrix(program->projectionMatrixLocation(), data().projectionMatrix);
program->setMatrix(program->modelViewMatrixLocation(), matrix);
m_context3D->drawArrays(GraphicsContext3D::TRIANGLE_FAN, 0, 4);
// Clear the state.
m_context3D->disableVertexAttribArray(program->vertexLocation());
m_context3D->stencilMask(0);
// Increase stencilIndex and apply stencil testing.
clipStack().setStencilIndex(stencilIndex * 2);
clipStack().applyIfNeeded(m_context3D.get());
}
void TextureMapperGL::endClip()
{
clipStack().pop();
clipStack().applyIfNeeded(m_context3D.get());
}
IntRect TextureMapperGL::clipBounds()
{
return clipStack().current().scissorBox;
}
PassRefPtr<BitmapTexture> TextureMapperGL::createTexture()
{
BitmapTextureGL* texture = new BitmapTextureGL(this);
return adoptRef(texture);
}
PassOwnPtr<TextureMapper> TextureMapper::platformCreateAccelerated()
{
return TextureMapperGL::create();
}
};
#endif
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