/* * 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::create(GraphicsContext3D* context) { static const char* vertexShaderSource = "uniform mat3 matrix;\n" "uniform mat3 texMatrix;\n" "attribute vec2 position;\n" "varying vec2 texCoord;\n" "void main() {\n" " vec3 pos = vec3(position, 1.0);\n" " texCoord = (texMatrix * pos).xy;\n" " gl_Position = vec4(matrix * pos, 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(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, 2, GraphicsContext3D::FLOAT, false, 0, 0); m_context->enableVertexAttribArray(m_positionLocation); } } #endif