blob: c8e1ae461a2d3c2ac00c15027ac05fe44cdef37f [file] [log] [blame]
/*
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