| /* |
| Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies) |
| Copyright (C) 2012 Igalia S.L. |
| Copyright (C) 2011 Google Inc. All rights reserved. |
| |
| 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 "TextureMapperShaderManager.h" |
| |
| #if USE(ACCELERATED_COMPOSITING) && USE(TEXTURE_MAPPER) |
| |
| #include "LengthFunctions.h" |
| #include "Logging.h" |
| #include "TextureMapperGL.h" |
| |
| #define STRINGIFY(...) #__VA_ARGS__ |
| |
| namespace WebCore { |
| |
| |
| static inline bool compositingLogEnabled() |
| { |
| #if !LOG_DISABLED |
| return LogCompositing.state == WTFLogChannelOn; |
| #else |
| return false; |
| #endif |
| } |
| |
| TextureMapperShaderProgram::TextureMapperShaderProgram(PassRefPtr<GraphicsContext3D> context, const String& vertex, const String& fragment) |
| : m_context(context) |
| { |
| m_vertexShader = m_context->createShader(GraphicsContext3D::VERTEX_SHADER); |
| m_fragmentShader = m_context->createShader(GraphicsContext3D::FRAGMENT_SHADER); |
| m_context->shaderSource(m_vertexShader, vertex); |
| m_context->shaderSource(m_fragmentShader, fragment); |
| m_id = m_context->createProgram(); |
| m_context->compileShader(m_vertexShader); |
| m_context->compileShader(m_fragmentShader); |
| m_context->attachShader(m_id, m_vertexShader); |
| m_context->attachShader(m_id, m_fragmentShader); |
| m_context->linkProgram(m_id); |
| |
| if (!compositingLogEnabled()) |
| return; |
| |
| if (m_context->getError() == GraphicsContext3D::NO_ERROR) |
| return; |
| |
| String log = m_context->getShaderInfoLog(m_vertexShader); |
| LOG(Compositing, "Vertex shader log: %s\n", log.utf8().data()); |
| log = m_context->getShaderInfoLog(m_fragmentShader); |
| LOG(Compositing, "Fragment shader log: %s\n", log.utf8().data()); |
| log = m_context->getProgramInfoLog(m_id); |
| LOG(Compositing, "Program log: %s\n", log.utf8().data()); |
| } |
| |
| GC3Duint TextureMapperShaderProgram::getLocation(const AtomicString& name, VariableType type) |
| { |
| HashMap<AtomicString, GC3Duint>::iterator it = m_variables.find(name); |
| if (it != m_variables.end()) |
| return it->value; |
| |
| GC3Duint location = 0; |
| switch (type) { |
| case UniformVariable: |
| location = m_context->getUniformLocation(m_id, name); |
| break; |
| case AttribVariable: |
| location = m_context->getAttribLocation(m_id, name); |
| break; |
| default: |
| ASSERT_NOT_REACHED(); |
| break; |
| } |
| |
| m_variables.add(name, location); |
| return location; |
| } |
| |
| TextureMapperShaderProgram::~TextureMapperShaderProgram() |
| { |
| Platform3DObject programID = m_id; |
| if (!programID) |
| return; |
| |
| m_context->detachShader(programID, m_vertexShader); |
| m_context->deleteShader(m_vertexShader); |
| m_context->detachShader(programID, m_fragmentShader); |
| m_context->deleteShader(m_fragmentShader); |
| m_context->deleteProgram(programID); |
| } |
| |
| struct ShaderSpec { |
| String vertexShader; |
| String fragmentShader; |
| ShaderSpec(const char* vertex = 0, const char* fragment = 0) |
| : vertexShader(vertex ? String(ASCIILiteral(vertex)) : String()) |
| , fragmentShader(fragment ? String(ASCIILiteral(fragment)) : String()) |
| { |
| } |
| }; |
| |
| static void getShaderSpec(TextureMapperShaderManager::ShaderKey key, String& vertexSource, String& fragmentSource) |
| { |
| static Vector<ShaderSpec> specs = Vector<ShaderSpec>(); |
| static const char* fragmentOpacityAndMask = |
| STRINGIFY( |
| precision mediump float; |
| uniform sampler2D s_sampler; |
| uniform sampler2D s_mask; |
| uniform lowp float u_opacity; |
| varying highp vec2 v_sourceTexCoord; |
| varying highp vec2 v_maskTexCoord; |
| void main(void) |
| { |
| lowp vec4 color = texture2D(s_sampler, v_sourceTexCoord); |
| lowp vec4 maskColor = texture2D(s_mask, v_maskTexCoord); |
| lowp float fragmentAlpha = u_opacity * maskColor.a; |
| gl_FragColor = vec4(color.rgb * fragmentAlpha, color.a * fragmentAlpha); |
| } |
| ); |
| |
| static const char* fragmentRectOpacityAndMask = |
| STRINGIFY( |
| precision mediump float; |
| uniform sampler2DRect s_sampler; |
| uniform sampler2DRect s_mask; |
| uniform lowp float u_opacity; |
| varying highp vec2 v_sourceTexCoord; |
| varying highp vec2 v_maskTexCoord; |
| void main(void) |
| { |
| lowp vec4 color = texture2DRect(s_sampler, v_sourceTexCoord); |
| lowp vec4 maskColor = texture2DRect(s_mask, v_maskTexCoord); |
| lowp float fragmentAlpha = u_opacity * maskColor.a; |
| gl_FragColor = vec4(color.rgb * fragmentAlpha, color.a * fragmentAlpha); |
| } |
| ); |
| |
| static const char* vertexOpacityAndMask = |
| STRINGIFY( |
| uniform mat4 u_matrix; |
| uniform lowp float u_flip; |
| attribute vec4 a_vertex; |
| varying highp vec2 v_sourceTexCoord; |
| varying highp vec2 v_maskTexCoord; |
| void main(void) |
| { |
| v_sourceTexCoord = vec2(a_vertex.x, mix(a_vertex.y, 1. - a_vertex.y, u_flip)); |
| v_maskTexCoord = vec2(a_vertex); |
| gl_Position = u_matrix * a_vertex; |
| } |
| ); |
| |
| static const char* fragmentSimple = |
| STRINGIFY( |
| precision mediump float; |
| uniform sampler2D s_sampler; |
| uniform lowp float u_opacity; |
| varying highp vec2 v_sourceTexCoord; |
| void main(void) |
| { |
| lowp vec4 color = texture2D(s_sampler, v_sourceTexCoord); |
| gl_FragColor = vec4(color.rgb * u_opacity, color.a * u_opacity); |
| } |
| ); |
| |
| static const char* fragmentAntialiasingNoMask = |
| STRINGIFY( |
| precision mediump float; |
| uniform sampler2D s_sampler; |
| varying highp vec2 v_sourceTexCoord; |
| uniform lowp float u_opacity; |
| uniform vec3 u_expandedQuadEdgesInScreenSpace[8]; |
| void main() |
| { |
| vec4 sampledColor = texture2D(s_sampler, clamp(v_sourceTexCoord, 0.0, 1.0)); |
| vec3 pos = vec3(gl_FragCoord.xy, 1); |
| |
| // The data passed in u_expandedQuadEdgesInScreenSpace is merely the |
| // pre-scaled coeffecients of the line equations describing the four edges |
| // of the expanded quad in screen space and the rectangular bounding box |
| // of the expanded quad. |
| // |
| // We are doing a simple distance calculation here according to the formula: |
| // (A*p.x + B*p.y + C) / sqrt(A^2 + B^2) = distance from line to p |
| // Note that A, B and C have already been scaled by 1 / sqrt(A^2 + B^2). |
| float a0 = clamp(dot(u_expandedQuadEdgesInScreenSpace[0], pos), 0.0, 1.0); |
| float a1 = clamp(dot(u_expandedQuadEdgesInScreenSpace[1], pos), 0.0, 1.0); |
| float a2 = clamp(dot(u_expandedQuadEdgesInScreenSpace[2], pos), 0.0, 1.0); |
| float a3 = clamp(dot(u_expandedQuadEdgesInScreenSpace[3], pos), 0.0, 1.0); |
| float a4 = clamp(dot(u_expandedQuadEdgesInScreenSpace[4], pos), 0.0, 1.0); |
| float a5 = clamp(dot(u_expandedQuadEdgesInScreenSpace[5], pos), 0.0, 1.0); |
| float a6 = clamp(dot(u_expandedQuadEdgesInScreenSpace[6], pos), 0.0, 1.0); |
| float a7 = clamp(dot(u_expandedQuadEdgesInScreenSpace[7], pos), 0.0, 1.0); |
| |
| // Now we want to reduce the alpha value of the fragment if it is close to the |
| // edges of the expanded quad (or rectangular bounding box -- which seems to be |
| // important for backfacing quads). Note that we are combining the contribution |
| // from the (top || bottom) and (left || right) edge by simply multiplying. This follows |
| // the approach described at: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter22.html, |
| // in this case without using Gaussian weights. |
| gl_FragColor = sampledColor * u_opacity * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); |
| } |
| ); |
| |
| static const char* fragmentRectSimple = |
| STRINGIFY( |
| precision mediump float; |
| uniform sampler2DRect s_sampler; |
| uniform lowp vec2 u_samplerSize; |
| uniform lowp float u_opacity; |
| varying highp vec2 v_sourceTexCoord; |
| void main(void) |
| { |
| lowp vec4 color = texture2DRect(s_sampler, u_samplerSize * v_sourceTexCoord); |
| gl_FragColor = vec4(color.rgb * u_opacity, color.a * u_opacity); |
| } |
| ); |
| |
| static const char* vertexSimple = |
| STRINGIFY( |
| uniform mat4 u_matrix; |
| uniform lowp float u_flip; |
| attribute vec4 a_vertex; |
| varying highp vec2 v_sourceTexCoord; |
| void main(void) |
| { |
| v_sourceTexCoord = vec2(a_vertex.x, mix(a_vertex.y, 1. - a_vertex.y, u_flip)); |
| gl_Position = u_matrix * a_vertex; |
| } |
| ); |
| |
| static const char* vertexSolidColor = |
| STRINGIFY( |
| uniform mat4 u_matrix; |
| attribute vec4 a_vertex; |
| void main(void) |
| { |
| gl_Position = u_matrix * a_vertex; |
| } |
| ); |
| |
| |
| static const char* fragmentSolidColor = |
| STRINGIFY( |
| precision mediump float; |
| uniform vec4 u_color; |
| void main(void) |
| { |
| gl_FragColor = u_color; |
| } |
| ); |
| |
| static const char* vertexFilter = |
| STRINGIFY( |
| attribute vec4 a_vertex; |
| attribute vec4 a_texCoord; |
| varying highp vec2 v_texCoord; |
| void main(void) |
| { |
| v_texCoord = vec2(a_texCoord); |
| gl_Position = a_vertex; |
| } |
| ); |
| |
| #define STANDARD_FILTER(...) \ |
| "precision mediump float;\n"\ |
| "varying highp vec2 v_texCoord;\n"\ |
| "uniform highp float u_amount;\n"\ |
| "uniform sampler2D s_sampler;\n"#__VA_ARGS__ \ |
| "void main(void)\n { gl_FragColor = shade(texture2D(s_sampler, v_texCoord)); }" |
| |
| static const char* fragmentGrayscaleFilter = |
| STANDARD_FILTER( |
| lowp vec4 shade(lowp vec4 color) |
| { |
| lowp float amount = 1.0 - u_amount; |
| return vec4((0.2126 + 0.7874 * amount) * color.r + (0.7152 - 0.7152 * amount) * color.g + (0.0722 - 0.0722 * amount) * color.b, |
| (0.2126 - 0.2126 * amount) * color.r + (0.7152 + 0.2848 * amount) * color.g + (0.0722 - 0.0722 * amount) * color.b, |
| (0.2126 - 0.2126 * amount) * color.r + (0.7152 - 0.7152 * amount) * color.g + (0.0722 + 0.9278 * amount) * color.b, |
| color.a); |
| } |
| ); |
| |
| static const char* fragmentSepiaFilter = |
| STANDARD_FILTER( |
| lowp vec4 shade(lowp vec4 color) |
| { |
| lowp float amount = 1.0 - u_amount; |
| return vec4((0.393 + 0.607 * amount) * color.r + (0.769 - 0.769 * amount) * color.g + (0.189 - 0.189 * amount) * color.b, |
| (0.349 - 0.349 * amount) * color.r + (0.686 + 0.314 * amount) * color.g + (0.168 - 0.168 * amount) * color.b, |
| (0.272 - 0.272 * amount) * color.r + (0.534 - 0.534 * amount) * color.g + (0.131 + 0.869 * amount) * color.b, |
| color.a); |
| } |
| ); |
| |
| static const char* fragmentSaturateFilter = |
| STANDARD_FILTER( |
| lowp vec4 shade(lowp vec4 color) |
| { |
| return vec4((0.213 + 0.787 * u_amount) * color.r + (0.715 - 0.715 * u_amount) * color.g + (0.072 - 0.072 * u_amount) * color.b, |
| (0.213 - 0.213 * u_amount) * color.r + (0.715 + 0.285 * u_amount) * color.g + (0.072 - 0.072 * u_amount) * color.b, |
| (0.213 - 0.213 * u_amount) * color.r + (0.715 - 0.715 * u_amount) * color.g + (0.072 + 0.928 * u_amount) * color.b, |
| color.a); |
| } |
| ); |
| |
| static const char* fragmentHueRotateFilter = |
| STANDARD_FILTER( |
| lowp vec4 shade(lowp vec4 color) |
| { |
| highp float pi = 3.14159265358979323846; |
| highp float c = cos(u_amount * pi / 180.0); |
| highp float s = sin(u_amount * pi / 180.0); |
| return vec4(color.r * (0.213 + c * 0.787 - s * 0.213) + color.g * (0.715 - c * 0.715 - s * 0.715) + color.b * (0.072 - c * 0.072 + s * 0.928), |
| color.r * (0.213 - c * 0.213 + s * 0.143) + color.g * (0.715 + c * 0.285 + s * 0.140) + color.b * (0.072 - c * 0.072 - s * 0.283), |
| color.r * (0.213 - c * 0.213 - s * 0.787) + color.g * (0.715 - c * 0.715 + s * 0.715) + color.b * (0.072 + c * 0.928 + s * 0.072), |
| color.a); |
| } |
| ); |
| |
| static const char* fragmentInvertFilter = |
| STANDARD_FILTER( |
| lowp float invert(lowp float n) { return (1.0 - n) * u_amount + n * (1.0 - u_amount); } |
| lowp vec4 shade(lowp vec4 color) |
| { |
| return vec4(invert(color.r), invert(color.g), invert(color.b), color.a); |
| } |
| ); |
| |
| static const char* fragmentBrightnessFilter = |
| STANDARD_FILTER( |
| lowp vec4 shade(lowp vec4 color) |
| { |
| return vec4(color.rgb * (1.0 + u_amount), color.a); |
| } |
| ); |
| |
| static const char* fragmentContrastFilter = |
| STANDARD_FILTER( |
| lowp float contrast(lowp float n) { return (n - 0.5) * u_amount + 0.5; } |
| lowp vec4 shade(lowp vec4 color) |
| { |
| return vec4(contrast(color.r), contrast(color.g), contrast(color.b), color.a); |
| } |
| ); |
| |
| static const char* fragmentOpacityFilter = |
| STANDARD_FILTER( |
| lowp vec4 shade(lowp vec4 color) |
| { |
| return vec4(color.r, color.g, color.b, color.a * u_amount); |
| } |
| ); |
| |
| #define BLUR_CONSTANTS "#define GAUSSIAN_KERNEL_HALF_WIDTH 11\n#define GAUSSIAN_KERNEL_STEP 0.2\n" |
| |
| static const char* fragmentBlurFilter = |
| BLUR_CONSTANTS |
| STRINGIFY( |
| // Create a normal distribution of 21 values between -2 and 2. |
| precision mediump float; |
| varying highp vec2 v_texCoord; |
| uniform lowp vec2 u_blurRadius; |
| uniform sampler2D s_sampler; |
| uniform float u_gaussianKernel[GAUSSIAN_KERNEL_HALF_WIDTH]; |
| |
| lowp vec4 sampleColor(float radius) |
| { |
| vec2 coord = v_texCoord + radius * u_blurRadius; |
| return texture2D(s_sampler, coord) * float(coord.x > 0. && coord.y > 0. && coord.x < 1. && coord.y < 1.); |
| } |
| |
| vec4 blur() |
| { |
| vec4 total = sampleColor(0.) * u_gaussianKernel[0]; |
| for (int i = 1; i < GAUSSIAN_KERNEL_HALF_WIDTH; i++) { |
| total += sampleColor(float(i) * GAUSSIAN_KERNEL_STEP) * u_gaussianKernel[i]; |
| total += sampleColor(float(-1 * i) * GAUSSIAN_KERNEL_STEP) * u_gaussianKernel[i]; |
| } |
| |
| return total; |
| } |
| |
| void main(void) |
| { |
| gl_FragColor = blur(); |
| } |
| ); |
| |
| static const char* fragmentShadowFilter1 = |
| BLUR_CONSTANTS |
| STRINGIFY( |
| precision mediump float; |
| varying highp vec2 v_texCoord; |
| uniform lowp float u_blurRadius; |
| uniform lowp vec2 u_shadowOffset; |
| uniform sampler2D s_sampler; |
| uniform float u_gaussianKernel[GAUSSIAN_KERNEL_HALF_WIDTH]; |
| |
| lowp float sampleAlpha(float radius) |
| { |
| vec2 coord = v_texCoord - u_shadowOffset + vec2(radius * u_blurRadius, 0.); |
| return texture2D(s_sampler, coord).a * float(coord.x > 0. && coord.y > 0. && coord.x < 1. && coord.y < 1.); |
| } |
| |
| lowp float shadowBlurHorizontal() |
| { |
| float total = sampleAlpha(0.) * u_gaussianKernel[0]; |
| for (int i = 1; i < GAUSSIAN_KERNEL_HALF_WIDTH; i++) { |
| total += sampleAlpha(float(i) * GAUSSIAN_KERNEL_STEP) * u_gaussianKernel[i]; |
| total += sampleAlpha(float(-1 * i) * GAUSSIAN_KERNEL_STEP) * u_gaussianKernel[i]; |
| } |
| |
| return total; |
| } |
| |
| void main(void) |
| { |
| gl_FragColor = vec4(1., 1., 1., 1.) * shadowBlurHorizontal(); |
| } |
| ); |
| |
| // Second pass: vertical alpha blur and composite with origin. |
| static const char* fragmentShadowFilter2 = |
| BLUR_CONSTANTS |
| STRINGIFY( |
| precision mediump float; |
| varying highp vec2 v_texCoord; |
| uniform lowp float u_blurRadius; |
| uniform lowp vec4 u_shadowColor; |
| uniform sampler2D s_sampler; |
| uniform sampler2D s_contentTexture; |
| uniform float u_gaussianKernel[GAUSSIAN_KERNEL_HALF_WIDTH]; |
| |
| lowp float sampleAlpha(float r) |
| { |
| vec2 coord = v_texCoord + vec2(0., r * u_blurRadius); |
| return texture2D(s_sampler, coord).a * float(coord.x > 0. && coord.y > 0. && coord.x < 1. && coord.y < 1.); |
| } |
| |
| lowp float shadowBlurVertical() |
| { |
| float total = sampleAlpha(0.) * u_gaussianKernel[0]; |
| for (int i = 1; i < GAUSSIAN_KERNEL_HALF_WIDTH; i++) { |
| total += sampleAlpha(float(i) * GAUSSIAN_KERNEL_STEP) * u_gaussianKernel[i]; |
| total += sampleAlpha(float(-1 * i) * GAUSSIAN_KERNEL_STEP) * u_gaussianKernel[i]; |
| } |
| |
| return total; |
| } |
| |
| lowp vec4 sourceOver(lowp vec4 source, lowp vec4 destination) |
| { |
| // Composite the shadow with the original texture. |
| return source + destination * (1. - source.a); |
| } |
| |
| void main(void) |
| { |
| gl_FragColor = sourceOver(texture2D(s_contentTexture, v_texCoord), shadowBlurVertical() * u_shadowColor); |
| } |
| ); |
| |
| if (specs.isEmpty()) { |
| specs.resize(TextureMapperShaderManager::LastFilter); |
| specs[TextureMapperShaderManager::Default] = ShaderSpec(vertexSimple, fragmentSimple); |
| specs[TextureMapperShaderManager::SolidColor] = ShaderSpec(vertexSolidColor, fragmentSolidColor); |
| specs[TextureMapperShaderManager::Rect] = ShaderSpec(vertexSimple, fragmentRectSimple); |
| specs[TextureMapperShaderManager::Masked] = ShaderSpec(vertexOpacityAndMask, fragmentOpacityAndMask); |
| specs[TextureMapperShaderManager::MaskedRect] = ShaderSpec(vertexOpacityAndMask, fragmentRectOpacityAndMask); |
| specs[TextureMapperShaderManager::Antialiased] = ShaderSpec(vertexSimple, fragmentAntialiasingNoMask); |
| specs[TextureMapperShaderManager::GrayscaleFilter] = ShaderSpec(vertexFilter, fragmentGrayscaleFilter); |
| specs[TextureMapperShaderManager::SepiaFilter] = ShaderSpec(vertexFilter, fragmentSepiaFilter); |
| specs[TextureMapperShaderManager::SaturateFilter] = ShaderSpec(vertexFilter, fragmentSaturateFilter); |
| specs[TextureMapperShaderManager::HueRotateFilter] = ShaderSpec(vertexFilter, fragmentHueRotateFilter); |
| specs[TextureMapperShaderManager::BrightnessFilter] = ShaderSpec(vertexFilter, fragmentBrightnessFilter); |
| specs[TextureMapperShaderManager::ContrastFilter] = ShaderSpec(vertexFilter, fragmentContrastFilter); |
| specs[TextureMapperShaderManager::InvertFilter] = ShaderSpec(vertexFilter, fragmentInvertFilter); |
| specs[TextureMapperShaderManager::OpacityFilter] = ShaderSpec(vertexFilter, fragmentOpacityFilter); |
| specs[TextureMapperShaderManager::BlurFilter] = ShaderSpec(vertexFilter, fragmentBlurFilter); |
| specs[TextureMapperShaderManager::ShadowFilterPass1] = ShaderSpec(vertexFilter, fragmentShadowFilter1); |
| specs[TextureMapperShaderManager::ShadowFilterPass2] = ShaderSpec(vertexFilter, fragmentShadowFilter2); |
| } |
| |
| ASSERT(specs.size() > key); |
| ShaderSpec& spec = specs[key]; |
| vertexSource = spec.vertexShader; |
| fragmentSource = spec.fragmentShader; |
| } |
| |
| TextureMapperShaderManager::TextureMapperShaderManager(GraphicsContext3D* context) |
| : m_context(context) |
| { |
| } |
| |
| TextureMapperShaderManager::~TextureMapperShaderManager() |
| { |
| } |
| |
| PassRefPtr<TextureMapperShaderProgram> TextureMapperShaderManager::getShaderProgram(ShaderKey key) |
| { |
| TextureMapperShaderProgramMap::iterator it = m_programs.find(key); |
| if (it != m_programs.end()) |
| return it->value; |
| |
| String vertexShader; |
| String fragmentShader; |
| getShaderSpec(key, vertexShader, fragmentShader); |
| RefPtr<TextureMapperShaderProgram> program = TextureMapperShaderProgram::create(m_context, vertexShader, fragmentShader); |
| m_programs.add(key, program); |
| return program; |
| } |
| }; |
| |
| #endif |