diff options
author | Steve Block <steveblock@google.com> | 2011-05-25 19:08:45 +0100 |
---|---|---|
committer | Steve Block <steveblock@google.com> | 2011-06-08 13:51:31 +0100 |
commit | 2bde8e466a4451c7319e3a072d118917957d6554 (patch) | |
tree | 28f4a1b869a513e565c7760d0e6a06e7cf1fe95a /Source/WebCore/platform/graphics/gpu/BicubicShader.cpp | |
parent | 6939c99b71d9372d14a0c74a772108052e8c48c8 (diff) | |
download | external_webkit-2bde8e466a4451c7319e3a072d118917957d6554.zip external_webkit-2bde8e466a4451c7319e3a072d118917957d6554.tar.gz external_webkit-2bde8e466a4451c7319e3a072d118917957d6554.tar.bz2 |
Merge WebKit at r82507: Initial merge by git
Change-Id: I60ce9d780725b58b45e54165733a8ffee23b683e
Diffstat (limited to 'Source/WebCore/platform/graphics/gpu/BicubicShader.cpp')
-rw-r--r-- | Source/WebCore/platform/graphics/gpu/BicubicShader.cpp | 137 |
1 files changed, 137 insertions, 0 deletions
diff --git a/Source/WebCore/platform/graphics/gpu/BicubicShader.cpp b/Source/WebCore/platform/graphics/gpu/BicubicShader.cpp new file mode 100644 index 0000000..40c9843 --- /dev/null +++ b/Source/WebCore/platform/graphics/gpu/BicubicShader.cpp @@ -0,0 +1,137 @@ +/* + * Copyright (C) 2011 Google Inc. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above + * copyright notice, this list of conditions and the following disclaimer + * in the documentation and/or other materials provided with the + * distribution. + * * Neither the name of Google Inc. nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +#include "config.h" + +#if ENABLE(ACCELERATED_2D_CANVAS) + +#include "BicubicShader.h" + +#include "GraphicsContext3D.h" + +namespace WebCore { + +BicubicShader::BicubicShader(GraphicsContext3D* context, unsigned program) + : Shader(context, program) + , m_matrixLocation(context->getUniformLocation(program, "matrix")) + , m_texMatrixLocation(context->getUniformLocation(program, "texMatrix")) + , m_coefficientsLocation(context->getUniformLocation(program, "coefficients")) + , m_imageIncrementLocation(context->getUniformLocation(program, "imageIncrement")) + , m_imageLocation(context->getUniformLocation(program, "image")) + , m_alphaLocation(context->getUniformLocation(program, "alpha")) + , m_positionLocation(context->getAttribLocation(program, "position")) +{ +} + +PassOwnPtr<BicubicShader> BicubicShader::create(GraphicsContext3D* context) +{ + static const char* vertexShaderSource = + "uniform mat3 matrix;\n" + "uniform mat3 texMatrix;\n" + "attribute vec3 position;\n" + "varying vec2 texCoord;\n" + "void main() {\n" + " texCoord = (texMatrix * position).xy;\n" + " gl_Position = vec4(matrix * position, 1.0);\n" + "}\n"; + static const char* fragmentShaderSource = + "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "uniform sampler2D image;\n" + "uniform vec2 imageIncrement;\n" + "uniform mat4 coefficients;\n" + "uniform float alpha;\n" + "varying vec2 texCoord;\n" + "vec4 cubicBlend(float t, vec4 c0, vec4 c1, vec4 c2, vec4 c3) {\n" + " vec4 ts = vec4(1.0, t, t * t, t * t * t);\n" + " vec4 result = coefficients * ts;\n" + " return result.w * c0 + result.z * c1 + result.y * c2 + result.x * c3;\n" + "}\n" + "void main() {\n" + " vec2 imageCoord = texCoord;\n" + " vec2 f = fract(imageCoord / imageIncrement) - vec2(0.5, 0.5);\n" + " vec4 t00 = texture2D(image, imageCoord + imageIncrement * vec2(-1, -1));\n" + " vec4 t10 = texture2D(image, imageCoord + imageIncrement * vec2( 0, -1));\n" + " vec4 t20 = texture2D(image, imageCoord + imageIncrement * vec2( 1, -1));\n" + " vec4 t30 = texture2D(image, imageCoord + imageIncrement * vec2( 2, -1));\n" + " vec4 t0 = cubicBlend(f.x, t00, t10, t20, t30);\n" + " vec4 t01 = texture2D(image, imageCoord + imageIncrement * vec2(-1, 0));\n" + " vec4 t11 = texture2D(image, imageCoord + imageIncrement * vec2( 0, 0));\n" + " vec4 t21 = texture2D(image, imageCoord + imageIncrement * vec2( 1, 0));\n" + " vec4 t31 = texture2D(image, imageCoord + imageIncrement * vec2( 2, 0));\n" + " vec4 t1 = cubicBlend(f.x, t01, t11, t21, t31);\n" + " vec4 t02 = texture2D(image, imageCoord + imageIncrement * vec2(-1, 1));\n" + " vec4 t12 = texture2D(image, imageCoord + imageIncrement * vec2( 0, 1));\n" + " vec4 t22 = texture2D(image, imageCoord + imageIncrement * vec2( 1, 1));\n" + " vec4 t32 = texture2D(image, imageCoord + imageIncrement * vec2( 2, 1));\n" + " vec4 t2 = cubicBlend(f.x, t02, t12, t22, t32);\n" + " vec4 t03 = texture2D(image, imageCoord + imageIncrement * vec2(-1, 2));\n" + " vec4 t13 = texture2D(image, imageCoord + imageIncrement * vec2( 0, 2));\n" + " vec4 t23 = texture2D(image, imageCoord + imageIncrement * vec2( 1, 2));\n" + " vec4 t33 = texture2D(image, imageCoord + imageIncrement * vec2( 2, 2));\n" + " vec4 t3 = cubicBlend(f.x, t03, t13, t23, t33);\n" + " gl_FragColor = cubicBlend(f.y, t0, t1, t2, t3);\n" + "}\n"; + + unsigned program = loadProgram(context, vertexShaderSource, fragmentShaderSource); + if (!program) + return 0; + + return new BicubicShader(context, program); +} + +void BicubicShader::use(const AffineTransform& transform, const AffineTransform& texTransform, const float coefficients[16], const float imageIncrement[2], float alpha) +{ + m_context->useProgram(m_program); + float matrix[9]; + affineTo3x3(transform, matrix); + m_context->uniformMatrix3fv(m_matrixLocation, false /*transpose*/, matrix, 1 /*count*/); + + float texMatrix[9]; + affineTo3x3(texTransform, texMatrix); + m_context->uniformMatrix3fv(m_texMatrixLocation, false /*transpose*/, texMatrix, 1 /*count*/); + m_context->uniformMatrix4fv(m_coefficientsLocation, false /*transpose*/, const_cast<float *>(coefficients), 1 /*count*/); + + m_context->uniform2f(m_imageIncrementLocation, imageIncrement[0], imageIncrement[1]); + + // For now, we always use texture unit 0. If that ever changes, we should + // expose this parameter to the caller. + m_context->uniform1i(m_imageLocation, 0); + m_context->uniform1f(m_alphaLocation, alpha); + + m_context->vertexAttribPointer(m_positionLocation, 3, GraphicsContext3D::FLOAT, false, 0, 0); + + m_context->enableVertexAttribArray(m_positionLocation); +} + +} + +#endif |