| /* | |
| * Copyright (c) 2007, Oracle and/or its affiliates. All rights reserved. | |
| * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. | |
| * | |
| * This code is free software; you can redistribute it and/or modify it | |
| * under the terms of the GNU General Public License version 2 only, as | |
| * published by the Free Software Foundation. Oracle designates this | |
| * particular file as subject to the "Classpath" exception as provided | |
| * by Oracle in the LICENSE file that accompanied this code. | |
| * | |
| * This code 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 General Public License | |
| * version 2 for more details (a copy is included in the LICENSE file that | |
| * accompanied this code). | |
| * | |
| * You should have received a copy of the GNU General Public License version | |
| * 2 along with this work; if not, write to the Free Software Foundation, | |
| * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. | |
| * | |
| * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA | |
| * or visit www.oracle.com if you need additional information or have any | |
| * questions. | |
| */ | |
| #ifndef HEADLESS | |
| #include <jlong.h> | |
| #include "OGLBufImgOps.h" | |
| #include "OGLContext.h" | |
| #include "OGLRenderQueue.h" | |
| #include "OGLSurfaceData.h" | |
| #include "GraphicsPrimitiveMgr.h" | |
| /** Evaluates to true if the given bit is set on the local flags variable. */ | |
| #define IS_SET(flagbit) \ | |
| (((flags) & (flagbit)) != 0) | |
| /**************************** ConvolveOp support ****************************/ | |
| /** | |
| * The ConvolveOp shader is fairly straightforward. For each texel in | |
| * the source texture, the shader samples the MxN texels in the surrounding | |
| * area, multiplies each by its corresponding kernel value, and then sums | |
| * them all together to produce a single color result. Finally, the | |
| * resulting value is multiplied by the current OpenGL color, which contains | |
| * the extra alpha value. | |
| * | |
| * Note that this shader source code includes some "holes" marked by "%s". | |
| * This allows us to build different shader programs (e.g. one for | |
| * 3x3, one for 5x5, and so on) simply by filling in these "holes" with | |
| * a call to snprintf(). See the OGLBufImgOps_CreateConvolveProgram() method | |
| * for more details. | |
| * | |
| * REMIND: Currently this shader (and the supporting code in the | |
| * EnableConvolveOp() method) only supports 3x3 and 5x5 filters. | |
| * Early shader-level hardware did not support non-constant sized | |
| * arrays but modern hardware should support them (although I | |
| * don't know of any simple way to find out, other than to compile | |
| * the shader at runtime and see if the drivers complain). | |
| */ | |
| static const char *convolveShaderSource = | |
| // maximum size supported by this shader | |
| "const int MAX_KERNEL_SIZE = %s;" | |
| // image to be convolved | |
| "uniform sampler%s baseImage;" | |
| // image edge limits: | |
| // imgEdge.xy = imgMin.xy (anything < will be treated as edge case) | |
| // imgEdge.zw = imgMax.xy (anything > will be treated as edge case) | |
| "uniform vec4 imgEdge;" | |
| // value for each location in the convolution kernel: | |
| // kernelVals[i].x = offsetX[i] | |
| // kernelVals[i].y = offsetY[i] | |
| // kernelVals[i].z = kernel[i] | |
| "uniform vec3 kernelVals[MAX_KERNEL_SIZE];" | |
| "" | |
| "void main(void)" | |
| "{" | |
| " int i;" | |
| " vec4 sum;" | |
| "" | |
| " if (any(lessThan(gl_TexCoord[0].st, imgEdge.xy)) ||" | |
| " any(greaterThan(gl_TexCoord[0].st, imgEdge.zw)))" | |
| " {" | |
| // (placeholder for edge condition code) | |
| " %s" | |
| " } else {" | |
| " sum = vec4(0.0);" | |
| " for (i = 0; i < MAX_KERNEL_SIZE; i++) {" | |
| " sum +=" | |
| " kernelVals[i].z *" | |
| " texture%s(baseImage," | |
| " gl_TexCoord[0].st + kernelVals[i].xy);" | |
| " }" | |
| " }" | |
| "" | |
| // modulate with gl_Color in order to apply extra alpha | |
| " gl_FragColor = sum * gl_Color;" | |
| "}"; | |
| /** | |
| * Flags that can be bitwise-or'ed together to control how the shader | |
| * source code is generated. | |
| */ | |
| #define CONVOLVE_RECT (1 << 0) | |
| #define CONVOLVE_EDGE_ZERO_FILL (1 << 1) | |
| #define CONVOLVE_5X5 (1 << 2) | |
| /** | |
| * The handles to the ConvolveOp fragment program objects. The index to | |
| * the array should be a bitwise-or'ing of the CONVOLVE_* flags defined | |
| * above. Note that most applications will likely need to initialize one | |
| * or two of these elements, so the array is usually sparsely populated. | |
| */ | |
| static GLhandleARB convolvePrograms[8]; | |
| /** | |
| * The maximum kernel size supported by the ConvolveOp shader. | |
| */ | |
| #define MAX_KERNEL_SIZE 25 | |
| /** | |
| * Compiles and links the ConvolveOp shader program. If successful, this | |
| * function returns a handle to the newly created shader program; otherwise | |
| * returns 0. | |
| */ | |
| static GLhandleARB | |
| OGLBufImgOps_CreateConvolveProgram(jint flags) | |
| { | |
| GLhandleARB convolveProgram; | |
| GLint loc; | |
| char *kernelMax = IS_SET(CONVOLVE_5X5) ? "25" : "9"; | |
| char *target = IS_SET(CONVOLVE_RECT) ? "2DRect" : "2D"; | |
| char edge[100]; | |
| char finalSource[2000]; | |
| J2dTraceLn1(J2D_TRACE_INFO, | |
| "OGLBufImgOps_CreateConvolveProgram: flags=%d", | |
| flags); | |
| if (IS_SET(CONVOLVE_EDGE_ZERO_FILL)) { | |
| // EDGE_ZERO_FILL: fill in zero at the edges | |
| snprintf(edge, sizeof(edge), "sum = vec4(0.0);"); | |
| } else { | |
| // EDGE_NO_OP: use the source pixel color at the edges | |
| snprintf(edge, sizeof(edge), | |
| "sum = texture%s(baseImage, gl_TexCoord[0].st);", | |
| target); | |
| } | |
| // compose the final source code string from the various pieces | |
| snprintf(finalSource, sizeof(finalSource), convolveShaderSource, | |
| kernelMax, target, edge, target); | |
| convolveProgram = OGLContext_CreateFragmentProgram(finalSource); | |
| if (convolveProgram == 0) { | |
| J2dRlsTraceLn(J2D_TRACE_ERROR, | |
| "OGLBufImgOps_CreateConvolveProgram: error creating program"); | |
| return 0; | |
| } | |
| // "use" the program object temporarily so that we can set the uniforms | |
| j2d_glUseProgramObjectARB(convolveProgram); | |
| // set the "uniform" texture unit binding | |
| loc = j2d_glGetUniformLocationARB(convolveProgram, "baseImage"); | |
| j2d_glUniform1iARB(loc, 0); // texture unit 0 | |
| // "unuse" the program object; it will be re-bound later as needed | |
| j2d_glUseProgramObjectARB(0); | |
| return convolveProgram; | |
| } | |
| void | |
| OGLBufImgOps_EnableConvolveOp(OGLContext *oglc, jlong pSrcOps, | |
| jboolean edgeZeroFill, | |
| jint kernelWidth, jint kernelHeight, | |
| unsigned char *kernel) | |
| { | |
| OGLSDOps *srcOps = (OGLSDOps *)jlong_to_ptr(pSrcOps); | |
| jint kernelSize = kernelWidth * kernelHeight; | |
| GLhandleARB convolveProgram; | |
| GLfloat xoff, yoff; | |
| GLfloat edgeX, edgeY, minX, minY, maxX, maxY; | |
| GLfloat kernelVals[MAX_KERNEL_SIZE*3]; | |
| jint i, j, kIndex; | |
| GLint loc; | |
| jint flags = 0; | |
| J2dTraceLn2(J2D_TRACE_INFO, | |
| "OGLBufImgOps_EnableConvolveOp: kernelW=%d kernelH=%d", | |
| kernelWidth, kernelHeight); | |
| RETURN_IF_NULL(oglc); | |
| RETURN_IF_NULL(srcOps); | |
| RESET_PREVIOUS_OP(); | |
| if (srcOps->textureTarget == GL_TEXTURE_RECTANGLE_ARB) { | |
| flags |= CONVOLVE_RECT; | |
| // for GL_TEXTURE_RECTANGLE_ARB, texcoords are specified in the | |
| // range [0,srcw] and [0,srch], so to achieve an x/y offset of | |
| // exactly one pixel we simply use the value 1 here | |
| xoff = 1.0f; | |
| yoff = 1.0f; | |
| } else { | |
| // for GL_TEXTURE_2D, texcoords are specified in the range [0,1], | |
| // so to achieve an x/y offset of approximately one pixel we have | |
| // to normalize to that range here | |
| xoff = 1.0f / srcOps->textureWidth; | |
| yoff = 1.0f / srcOps->textureHeight; | |
| } | |
| if (edgeZeroFill) { | |
| flags |= CONVOLVE_EDGE_ZERO_FILL; | |
| } | |
| if (kernelWidth == 5 && kernelHeight == 5) { | |
| flags |= CONVOLVE_5X5; | |
| } | |
| // locate/initialize the shader program for the given flags | |
| if (convolvePrograms[flags] == 0) { | |
| convolvePrograms[flags] = OGLBufImgOps_CreateConvolveProgram(flags); | |
| if (convolvePrograms[flags] == 0) { | |
| // shouldn't happen, but just in case... | |
| return; | |
| } | |
| } | |
| convolveProgram = convolvePrograms[flags]; | |
| // enable the convolve shader | |
| j2d_glUseProgramObjectARB(convolveProgram); | |
| // update the "uniform" image min/max values | |
| edgeX = (kernelWidth/2) * xoff; | |
| edgeY = (kernelHeight/2) * yoff; | |
| minX = edgeX; | |
| minY = edgeY; | |
| if (srcOps->textureTarget == GL_TEXTURE_RECTANGLE_ARB) { | |
| // texcoords are in the range [0,srcw] and [0,srch] | |
| maxX = ((GLfloat)srcOps->width) - edgeX; | |
| maxY = ((GLfloat)srcOps->height) - edgeY; | |
| } else { | |
| // texcoords are in the range [0,1] | |
| maxX = (((GLfloat)srcOps->width) / srcOps->textureWidth) - edgeX; | |
| maxY = (((GLfloat)srcOps->height) / srcOps->textureHeight) - edgeY; | |
| } | |
| loc = j2d_glGetUniformLocationARB(convolveProgram, "imgEdge"); | |
| j2d_glUniform4fARB(loc, minX, minY, maxX, maxY); | |
| // update the "uniform" kernel offsets and values | |
| loc = j2d_glGetUniformLocationARB(convolveProgram, "kernelVals"); | |
| kIndex = 0; | |
| for (i = -kernelHeight/2; i < kernelHeight/2+1; i++) { | |
| for (j = -kernelWidth/2; j < kernelWidth/2+1; j++) { | |
| kernelVals[kIndex+0] = j*xoff; | |
| kernelVals[kIndex+1] = i*yoff; | |
| kernelVals[kIndex+2] = NEXT_FLOAT(kernel); | |
| kIndex += 3; | |
| } | |
| } | |
| j2d_glUniform3fvARB(loc, kernelSize, kernelVals); | |
| } | |
| void | |
| OGLBufImgOps_DisableConvolveOp(OGLContext *oglc) | |
| { | |
| J2dTraceLn(J2D_TRACE_INFO, "OGLBufImgOps_DisableConvolveOp"); | |
| RETURN_IF_NULL(oglc); | |
| // disable the ConvolveOp shader | |
| j2d_glUseProgramObjectARB(0); | |
| } | |
| /**************************** RescaleOp support *****************************/ | |
| /** | |
| * The RescaleOp shader is one of the simplest possible. Each fragment | |
| * from the source image is multiplied by the user's scale factor and added | |
| * to the user's offset value (these are component-wise operations). | |
| * Finally, the resulting value is multiplied by the current OpenGL color, | |
| * which contains the extra alpha value. | |
| * | |
| * The RescaleOp spec says that the operation is performed regardless of | |
| * whether the source data is premultiplied or non-premultiplied. This is | |
| * a problem for the OpenGL pipeline in that a non-premultiplied | |
| * BufferedImage will have already been converted into premultiplied | |
| * when uploaded to an OpenGL texture. Therefore, we have a special mode | |
| * called RESCALE_NON_PREMULT (used only for source images that were | |
| * originally non-premultiplied) that un-premultiplies the source color | |
| * prior to the rescale operation, then re-premultiplies the resulting | |
| * color before returning from the fragment shader. | |
| * | |
| * Note that this shader source code includes some "holes" marked by "%s". | |
| * This allows us to build different shader programs (e.g. one for | |
| * GL_TEXTURE_2D targets, one for GL_TEXTURE_RECTANGLE_ARB targets, and so on) | |
| * simply by filling in these "holes" with a call to snprintf(). See the | |
| * OGLBufImgOps_CreateRescaleProgram() method for more details. | |
| */ | |
| static const char *rescaleShaderSource = | |
| // image to be rescaled | |
| "uniform sampler%s baseImage;" | |
| // vector containing scale factors | |
| "uniform vec4 scaleFactors;" | |
| // vector containing offsets | |
| "uniform vec4 offsets;" | |
| "" | |
| "void main(void)" | |
| "{" | |
| " vec4 srcColor = texture%s(baseImage, gl_TexCoord[0].st);" | |
| // (placeholder for un-premult code) | |
| " %s" | |
| // rescale source value | |
| " vec4 result = (srcColor * scaleFactors) + offsets;" | |
| // (placeholder for re-premult code) | |
| " %s" | |
| // modulate with gl_Color in order to apply extra alpha | |
| " gl_FragColor = result * gl_Color;" | |
| "}"; | |
| /** | |
| * Flags that can be bitwise-or'ed together to control how the shader | |
| * source code is generated. | |
| */ | |
| #define RESCALE_RECT (1 << 0) | |
| #define RESCALE_NON_PREMULT (1 << 1) | |
| /** | |
| * The handles to the RescaleOp fragment program objects. The index to | |
| * the array should be a bitwise-or'ing of the RESCALE_* flags defined | |
| * above. Note that most applications will likely need to initialize one | |
| * or two of these elements, so the array is usually sparsely populated. | |
| */ | |
| static GLhandleARB rescalePrograms[4]; | |
| /** | |
| * Compiles and links the RescaleOp shader program. If successful, this | |
| * function returns a handle to the newly created shader program; otherwise | |
| * returns 0. | |
| */ | |
| static GLhandleARB | |
| OGLBufImgOps_CreateRescaleProgram(jint flags) | |
| { | |
| GLhandleARB rescaleProgram; | |
| GLint loc; | |
| char *target = IS_SET(RESCALE_RECT) ? "2DRect" : "2D"; | |
| char *preRescale = ""; | |
| char *postRescale = ""; | |
| char finalSource[2000]; | |
| J2dTraceLn1(J2D_TRACE_INFO, | |
| "OGLBufImgOps_CreateRescaleProgram: flags=%d", | |
| flags); | |
| if (IS_SET(RESCALE_NON_PREMULT)) { | |
| preRescale = "srcColor.rgb /= srcColor.a;"; | |
| postRescale = "result.rgb *= result.a;"; | |
| } | |
| // compose the final source code string from the various pieces | |
| snprintf(finalSource, sizeof(finalSource), rescaleShaderSource, | |
| target, target, preRescale, postRescale); | |
| rescaleProgram = OGLContext_CreateFragmentProgram(finalSource); | |
| if (rescaleProgram == 0) { | |
| J2dRlsTraceLn(J2D_TRACE_ERROR, | |
| "OGLBufImgOps_CreateRescaleProgram: error creating program"); | |
| return 0; | |
| } | |
| // "use" the program object temporarily so that we can set the uniforms | |
| j2d_glUseProgramObjectARB(rescaleProgram); | |
| // set the "uniform" values | |
| loc = j2d_glGetUniformLocationARB(rescaleProgram, "baseImage"); | |
| j2d_glUniform1iARB(loc, 0); // texture unit 0 | |
| // "unuse" the program object; it will be re-bound later as needed | |
| j2d_glUseProgramObjectARB(0); | |
| return rescaleProgram; | |
| } | |
| void | |
| OGLBufImgOps_EnableRescaleOp(OGLContext *oglc, jlong pSrcOps, | |
| jboolean nonPremult, | |
| unsigned char *scaleFactors, | |
| unsigned char *offsets) | |
| { | |
| OGLSDOps *srcOps = (OGLSDOps *)jlong_to_ptr(pSrcOps); | |
| GLhandleARB rescaleProgram; | |
| GLint loc; | |
| jint flags = 0; | |
| J2dTraceLn(J2D_TRACE_INFO, "OGLBufImgOps_EnableRescaleOp"); | |
| RETURN_IF_NULL(oglc); | |
| RETURN_IF_NULL(srcOps); | |
| RESET_PREVIOUS_OP(); | |
| // choose the appropriate shader, depending on the source texture target | |
| if (srcOps->textureTarget == GL_TEXTURE_RECTANGLE_ARB) { | |
| flags |= RESCALE_RECT; | |
| } | |
| if (nonPremult) { | |
| flags |= RESCALE_NON_PREMULT; | |
| } | |
| // locate/initialize the shader program for the given flags | |
| if (rescalePrograms[flags] == 0) { | |
| rescalePrograms[flags] = OGLBufImgOps_CreateRescaleProgram(flags); | |
| if (rescalePrograms[flags] == 0) { | |
| // shouldn't happen, but just in case... | |
| return; | |
| } | |
| } | |
| rescaleProgram = rescalePrograms[flags]; | |
| // enable the rescale shader | |
| j2d_glUseProgramObjectARB(rescaleProgram); | |
| // update the "uniform" scale factor values (note that the Java-level | |
| // dispatching code always passes down 4 values here, regardless of | |
| // the original source image type) | |
| loc = j2d_glGetUniformLocationARB(rescaleProgram, "scaleFactors"); | |
| { | |
| GLfloat sf1 = NEXT_FLOAT(scaleFactors); | |
| GLfloat sf2 = NEXT_FLOAT(scaleFactors); | |
| GLfloat sf3 = NEXT_FLOAT(scaleFactors); | |
| GLfloat sf4 = NEXT_FLOAT(scaleFactors); | |
| j2d_glUniform4fARB(loc, sf1, sf2, sf3, sf4); | |
| } | |
| // update the "uniform" offset values (note that the Java-level | |
| // dispatching code always passes down 4 values here, and that the | |
| // offsets will have already been normalized to the range [0,1]) | |
| loc = j2d_glGetUniformLocationARB(rescaleProgram, "offsets"); | |
| { | |
| GLfloat off1 = NEXT_FLOAT(offsets); | |
| GLfloat off2 = NEXT_FLOAT(offsets); | |
| GLfloat off3 = NEXT_FLOAT(offsets); | |
| GLfloat off4 = NEXT_FLOAT(offsets); | |
| j2d_glUniform4fARB(loc, off1, off2, off3, off4); | |
| } | |
| } | |
| void | |
| OGLBufImgOps_DisableRescaleOp(OGLContext *oglc) | |
| { | |
| J2dTraceLn(J2D_TRACE_INFO, "OGLBufImgOps_DisableRescaleOp"); | |
| RETURN_IF_NULL(oglc); | |
| // disable the RescaleOp shader | |
| j2d_glUseProgramObjectARB(0); | |
| } | |
| /**************************** LookupOp support ******************************/ | |
| /** | |
| * The LookupOp shader takes a fragment color (from the source texture) as | |
| * input, subtracts the optional user offset value, and then uses the | |
| * resulting value to index into the lookup table texture to provide | |
| * a new color result. Finally, the resulting value is multiplied by | |
| * the current OpenGL color, which contains the extra alpha value. | |
| * | |
| * The lookup step requires 3 texture accesses (or 4, when alpha is included), | |
| * which is somewhat unfortunate because it's not ideal from a performance | |
| * standpoint, but that sort of thing is getting faster with newer hardware. | |
| * In the 3-band case, we could consider using a three-dimensional texture | |
| * and performing the lookup with a single texture access step. We already | |
| * use this approach in the LCD text shader, and it works well, but for the | |
| * purposes of this LookupOp shader, it's probably overkill. Also, there's | |
| * a difference in that the LCD text shader only needs to populate the 3D LUT | |
| * once, but here we would need to populate it on every invocation, which | |
| * would likely be a waste of VRAM and CPU/GPU cycles. | |
| * | |
| * The LUT texture is currently hardcoded as 4 rows/bands, each containing | |
| * 256 elements. This means that we currently only support user-provided | |
| * tables with no more than 256 elements in each band (this is checked at | |
| * at the Java level). If the user provides a table with less than 256 | |
| * elements per band, our shader will still work fine, but if elements are | |
| * accessed with an index >= the size of the LUT, then the shader will simply | |
| * produce undefined values. Typically the user would provide an offset | |
| * value that would prevent this from happening, but it's worth pointing out | |
| * this fact because the software LookupOp implementation would usually | |
| * throw an ArrayIndexOutOfBoundsException in this scenario (although it is | |
| * not something demanded by the spec). | |
| * | |
| * The LookupOp spec says that the operation is performed regardless of | |
| * whether the source data is premultiplied or non-premultiplied. This is | |
| * a problem for the OpenGL pipeline in that a non-premultiplied | |
| * BufferedImage will have already been converted into premultiplied | |
| * when uploaded to an OpenGL texture. Therefore, we have a special mode | |
| * called LOOKUP_NON_PREMULT (used only for source images that were | |
| * originally non-premultiplied) that un-premultiplies the source color | |
| * prior to the lookup operation, then re-premultiplies the resulting | |
| * color before returning from the fragment shader. | |
| * | |
| * Note that this shader source code includes some "holes" marked by "%s". | |
| * This allows us to build different shader programs (e.g. one for | |
| * GL_TEXTURE_2D targets, one for GL_TEXTURE_RECTANGLE_ARB targets, and so on) | |
| * simply by filling in these "holes" with a call to snprintf(). See the | |
| * OGLBufImgOps_CreateLookupProgram() method for more details. | |
| */ | |
| static const char *lookupShaderSource = | |
| // source image (bound to texture unit 0) | |
| "uniform sampler%s baseImage;" | |
| // lookup table (bound to texture unit 1) | |
| "uniform sampler2D lookupTable;" | |
| // offset subtracted from source index prior to lookup step | |
| "uniform vec4 offset;" | |
| "" | |
| "void main(void)" | |
| "{" | |
| " vec4 srcColor = texture%s(baseImage, gl_TexCoord[0].st);" | |
| // (placeholder for un-premult code) | |
| " %s" | |
| // subtract offset from original index | |
| " vec4 srcIndex = srcColor - offset;" | |
| // use source value as input to lookup table (note that | |
| // "v" texcoords are hardcoded to hit texel centers of | |
| // each row/band in texture) | |
| " vec4 result;" | |
| " result.r = texture2D(lookupTable, vec2(srcIndex.r, 0.125)).r;" | |
| " result.g = texture2D(lookupTable, vec2(srcIndex.g, 0.375)).r;" | |
| " result.b = texture2D(lookupTable, vec2(srcIndex.b, 0.625)).r;" | |
| // (placeholder for alpha store code) | |
| " %s" | |
| // (placeholder for re-premult code) | |
| " %s" | |
| // modulate with gl_Color in order to apply extra alpha | |
| " gl_FragColor = result * gl_Color;" | |
| "}"; | |
| /** | |
| * Flags that can be bitwise-or'ed together to control how the shader | |
| * source code is generated. | |
| */ | |
| #define LOOKUP_RECT (1 << 0) | |
| #define LOOKUP_USE_SRC_ALPHA (1 << 1) | |
| #define LOOKUP_NON_PREMULT (1 << 2) | |
| /** | |
| * The handles to the LookupOp fragment program objects. The index to | |
| * the array should be a bitwise-or'ing of the LOOKUP_* flags defined | |
| * above. Note that most applications will likely need to initialize one | |
| * or two of these elements, so the array is usually sparsely populated. | |
| */ | |
| static GLhandleARB lookupPrograms[8]; | |
| /** | |
| * The handle to the lookup table texture object used by the shader. | |
| */ | |
| static GLuint lutTextureID = 0; | |
| /** | |
| * Compiles and links the LookupOp shader program. If successful, this | |
| * function returns a handle to the newly created shader program; otherwise | |
| * returns 0. | |
| */ | |
| static GLhandleARB | |
| OGLBufImgOps_CreateLookupProgram(jint flags) | |
| { | |
| GLhandleARB lookupProgram; | |
| GLint loc; | |
| char *target = IS_SET(LOOKUP_RECT) ? "2DRect" : "2D"; | |
| char *alpha; | |
| char *preLookup = ""; | |
| char *postLookup = ""; | |
| char finalSource[2000]; | |
| J2dTraceLn1(J2D_TRACE_INFO, | |
| "OGLBufImgOps_CreateLookupProgram: flags=%d", | |
| flags); | |
| if (IS_SET(LOOKUP_USE_SRC_ALPHA)) { | |
| // when numComps is 1 or 3, the alpha is not looked up in the table; | |
| // just keep the alpha from the source fragment | |
| alpha = "result.a = srcColor.a;"; | |
| } else { | |
| // when numComps is 4, the alpha is looked up in the table, just | |
| // like the other color components from the source fragment | |
| alpha = | |
| "result.a = texture2D(lookupTable, vec2(srcIndex.a, 0.875)).r;"; | |
| } | |
| if (IS_SET(LOOKUP_NON_PREMULT)) { | |
| preLookup = "srcColor.rgb /= srcColor.a;"; | |
| postLookup = "result.rgb *= result.a;"; | |
| } | |
| // compose the final source code string from the various pieces | |
| snprintf(finalSource, sizeof(finalSource), lookupShaderSource, | |
| target, target, preLookup, alpha, postLookup); | |
| lookupProgram = OGLContext_CreateFragmentProgram(finalSource); | |
| if (lookupProgram == 0) { | |
| J2dRlsTraceLn(J2D_TRACE_ERROR, | |
| "OGLBufImgOps_CreateLookupProgram: error creating program"); | |
| return 0; | |
| } | |
| // "use" the program object temporarily so that we can set the uniforms | |
| j2d_glUseProgramObjectARB(lookupProgram); | |
| // set the "uniform" values | |
| loc = j2d_glGetUniformLocationARB(lookupProgram, "baseImage"); | |
| j2d_glUniform1iARB(loc, 0); // texture unit 0 | |
| loc = j2d_glGetUniformLocationARB(lookupProgram, "lookupTable"); | |
| j2d_glUniform1iARB(loc, 1); // texture unit 1 | |
| // "unuse" the program object; it will be re-bound later as needed | |
| j2d_glUseProgramObjectARB(0); | |
| return lookupProgram; | |
| } | |
| void | |
| OGLBufImgOps_EnableLookupOp(OGLContext *oglc, jlong pSrcOps, | |
| jboolean nonPremult, jboolean shortData, | |
| jint numBands, jint bandLength, jint offset, | |
| void *tableValues) | |
| { | |
| OGLSDOps *srcOps = (OGLSDOps *)jlong_to_ptr(pSrcOps); | |
| int bytesPerElem = (shortData ? 2 : 1); | |
| GLhandleARB lookupProgram; | |
| GLfloat foff; | |
| GLint loc; | |
| void *bands[4]; | |
| int i; | |
| jint flags = 0; | |
| J2dTraceLn4(J2D_TRACE_INFO, | |
| "OGLBufImgOps_EnableLookupOp: short=%d num=%d len=%d off=%d", | |
| shortData, numBands, bandLength, offset); | |
| for (i = 0; i < 4; i++) { | |
| bands[i] = NULL; | |
| } | |
| RETURN_IF_NULL(oglc); | |
| RETURN_IF_NULL(srcOps); | |
| RESET_PREVIOUS_OP(); | |
| // choose the appropriate shader, depending on the source texture target | |
| // and the number of bands involved | |
| if (srcOps->textureTarget == GL_TEXTURE_RECTANGLE_ARB) { | |
| flags |= LOOKUP_RECT; | |
| } | |
| if (numBands != 4) { | |
| flags |= LOOKUP_USE_SRC_ALPHA; | |
| } | |
| if (nonPremult) { | |
| flags |= LOOKUP_NON_PREMULT; | |
| } | |
| // locate/initialize the shader program for the given flags | |
| if (lookupPrograms[flags] == 0) { | |
| lookupPrograms[flags] = OGLBufImgOps_CreateLookupProgram(flags); | |
| if (lookupPrograms[flags] == 0) { | |
| // shouldn't happen, but just in case... | |
| return; | |
| } | |
| } | |
| lookupProgram = lookupPrograms[flags]; | |
| // enable the lookup shader | |
| j2d_glUseProgramObjectARB(lookupProgram); | |
| // update the "uniform" offset value | |
| loc = j2d_glGetUniformLocationARB(lookupProgram, "offset"); | |
| foff = offset / 255.0f; | |
| j2d_glUniform4fARB(loc, foff, foff, foff, foff); | |
| // bind the lookup table to texture unit 1 and enable texturing | |
| j2d_glActiveTextureARB(GL_TEXTURE1_ARB); | |
| if (lutTextureID == 0) { | |
| /* | |
| * Create the lookup table texture with 4 rows (one band per row) | |
| * and 256 columns (one LUT band element per column) and with an | |
| * internal format of 16-bit luminance values, which will be | |
| * sufficient for either byte or short LUT data. Note that the | |
| * texture wrap mode will be set to the default of GL_CLAMP_TO_EDGE, | |
| * which means that out-of-range index value will be clamped | |
| * appropriately. | |
| */ | |
| lutTextureID = | |
| OGLContext_CreateBlitTexture(GL_LUMINANCE16, GL_LUMINANCE, | |
| 256, 4); | |
| if (lutTextureID == 0) { | |
| // should never happen, but just to be safe... | |
| return; | |
| } | |
| } | |
| j2d_glBindTexture(GL_TEXTURE_2D, lutTextureID); | |
| j2d_glEnable(GL_TEXTURE_2D); | |
| // update the lookup table with the user-provided values | |
| if (numBands == 1) { | |
| // replicate the single band for R/G/B; alpha band is unused | |
| for (i = 0; i < 3; i++) { | |
| bands[i] = tableValues; | |
| } | |
| bands[3] = NULL; | |
| } else if (numBands == 3) { | |
| // user supplied band for each of R/G/B; alpha band is unused | |
| for (i = 0; i < 3; i++) { | |
| bands[i] = PtrAddBytes(tableValues, i*bandLength*bytesPerElem); | |
| } | |
| bands[3] = NULL; | |
| } else if (numBands == 4) { | |
| // user supplied band for each of R/G/B/A | |
| for (i = 0; i < 4; i++) { | |
| bands[i] = PtrAddBytes(tableValues, i*bandLength*bytesPerElem); | |
| } | |
| } | |
| // upload the bands one row at a time into our lookup table texture | |
| for (i = 0; i < 4; i++) { | |
| if (bands[i] == NULL) { | |
| continue; | |
| } | |
| j2d_glTexSubImage2D(GL_TEXTURE_2D, 0, | |
| 0, i, bandLength, 1, | |
| GL_LUMINANCE, | |
| shortData ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE, | |
| bands[i]); | |
| } | |
| // restore texture unit 0 (the default) as the active one since | |
| // the OGLBlitTextureToSurface() method is responsible for binding the | |
| // source image texture, which will happen later | |
| j2d_glActiveTextureARB(GL_TEXTURE0_ARB); | |
| } | |
| void | |
| OGLBufImgOps_DisableLookupOp(OGLContext *oglc) | |
| { | |
| J2dTraceLn(J2D_TRACE_INFO, "OGLBufImgOps_DisableLookupOp"); | |
| RETURN_IF_NULL(oglc); | |
| // disable the LookupOp shader | |
| j2d_glUseProgramObjectARB(0); | |
| // disable the lookup table on texture unit 1 | |
| j2d_glActiveTextureARB(GL_TEXTURE1_ARB); | |
| j2d_glDisable(GL_TEXTURE_2D); | |
| j2d_glActiveTextureARB(GL_TEXTURE0_ARB); | |
| } | |
| #endif /* !HEADLESS */ |