/* * 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 "ConvolutionShader.h" #include "GraphicsContext3D.h" #include "StringExtras.h" namespace WebCore { ConvolutionShader::ConvolutionShader(GraphicsContext3D* context, unsigned program, int kernelWidth) : Shader(context, program) , m_kernelWidth(kernelWidth) , m_matrixLocation(context->getUniformLocation(program, "matrix")) , m_texMatrixLocation(context->getUniformLocation(program, "texMatrix")) , m_kernelLocation(context->getUniformLocation(program, "kernel")) , m_imageLocation(context->getUniformLocation(program, "image")) , m_imageIncrementLocation(context->getUniformLocation(program, "imageIncrement")) , m_positionLocation(context->getAttribLocation(program, "position")) { } PassOwnPtr ConvolutionShader::create(GraphicsContext3D* context, int kernelWidth) { static const char* vertexShaderRaw = "#define KERNEL_WIDTH %d\n" "uniform mat3 matrix;\n" "uniform mat3 texMatrix;\n" "uniform vec2 imageIncrement;\n" "attribute vec2 position;\n" "varying vec2 imageCoord;\n" "void main() {\n" " vec3 pos = vec3(position, 1.0);\n" " // Offset image coords by half of kernel width, in image texels\n" " gl_Position = vec4(matrix * pos, 1.0);\n" " float scale = (float(KERNEL_WIDTH) - 1.0) / 2.0;\n" " imageCoord = (texMatrix * pos).xy - vec2(scale, scale) * imageIncrement;\n" "}\n"; char vertexShaderSource[1024]; snprintf(vertexShaderSource, sizeof(vertexShaderSource), vertexShaderRaw, kernelWidth); static const char* fragmentShaderRaw = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "#define KERNEL_WIDTH %d\n" "uniform sampler2D image;\n" "uniform float kernel[KERNEL_WIDTH];\n" "uniform vec2 imageIncrement;\n" "varying vec2 imageCoord;\n" "void main() {\n" " vec2 coord = imageCoord;\n" " vec4 sum = vec4(0, 0, 0, 0);\n" " for (int i = 0; i < KERNEL_WIDTH; i++) {\n" " sum += texture2D(image, coord) * kernel[i];\n" " coord += imageIncrement;\n" " }\n" " gl_FragColor = sum;\n" "}\n"; char fragmentShaderSource[1024]; snprintf(fragmentShaderSource, sizeof(fragmentShaderSource), fragmentShaderRaw, kernelWidth); unsigned program = loadProgram(context, vertexShaderSource, fragmentShaderSource); if (!program) return 0; return new ConvolutionShader(context, program, kernelWidth); } void ConvolutionShader::use(const AffineTransform& transform, const AffineTransform& texTransform, const float* kernel, int kernelWidth, float imageIncrement[2]) { 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->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); if (kernelWidth > m_kernelWidth) kernelWidth = m_kernelWidth; m_context->uniform1fv(m_kernelLocation, const_cast(kernel), kernelWidth); m_context->vertexAttribPointer(m_positionLocation, 2, GraphicsContext3D::FLOAT, false, 0, 0); m_context->enableVertexAttribArray(m_positionLocation); } } #endif