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      1 /*
      2  * Copyright (C) 2011 Google Inc. All rights reserved.
      3  *
      4  * Redistribution and use in source and binary forms, with or without
      5  * modification, are permitted provided that the following conditions are
      6  * met:
      7  *
      8  *     * Redistributions of source code must retain the above copyright
      9  * notice, this list of conditions and the following disclaimer.
     10  *     * Redistributions in binary form must reproduce the above
     11  * copyright notice, this list of conditions and the following disclaimer
     12  * in the documentation and/or other materials provided with the
     13  * distribution.
     14  *     * Neither the name of Google Inc. nor the names of its
     15  * contributors may be used to endorse or promote products derived from
     16  * this software without specific prior written permission.
     17  *
     18  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     19  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
     20  * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
     21  * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
     22  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
     23  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
     24  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
     25  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     26  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     27  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     28  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     29  */
     30 
     31 #include "config.h"
     32 
     33 #if ENABLE(ACCELERATED_2D_CANVAS)
     34 
     35 #include "ConvolutionShader.h"
     36 
     37 #include "GraphicsContext3D.h"
     38 #include "StringExtras.h"
     39 
     40 namespace WebCore {
     41 
     42 ConvolutionShader::ConvolutionShader(GraphicsContext3D* context, unsigned program, int kernelWidth)
     43     : Shader(context, program)
     44     , m_kernelWidth(kernelWidth)
     45     , m_matrixLocation(context->getUniformLocation(program, "matrix"))
     46     , m_texMatrixLocation(context->getUniformLocation(program, "texMatrix"))
     47     , m_kernelLocation(context->getUniformLocation(program, "kernel"))
     48     , m_imageLocation(context->getUniformLocation(program, "image"))
     49     , m_imageIncrementLocation(context->getUniformLocation(program, "imageIncrement"))
     50     , m_positionLocation(context->getAttribLocation(program, "position"))
     51 {
     52 }
     53 
     54 PassOwnPtr<ConvolutionShader> ConvolutionShader::create(GraphicsContext3D* context, int kernelWidth)
     55 {
     56     static const char* vertexShaderRaw =
     57         "#define KERNEL_WIDTH %d\n"
     58         "uniform mat3 matrix;\n"
     59         "uniform mat3 texMatrix;\n"
     60         "uniform vec2 imageIncrement;\n"
     61         "attribute vec2 position;\n"
     62         "varying vec2 imageCoord;\n"
     63         "void main() {\n"
     64         "    vec3 pos = vec3(position, 1.0);\n"
     65         "    // Offset image coords by half of kernel width, in image texels\n"
     66         "    gl_Position = vec4(matrix * pos, 1.0);\n"
     67         "    float scale = (float(KERNEL_WIDTH) - 1.0) / 2.0;\n"
     68         "    imageCoord = (texMatrix * pos).xy - vec2(scale, scale) * imageIncrement;\n"
     69         "}\n";
     70     char vertexShaderSource[1024];
     71     snprintf(vertexShaderSource, sizeof(vertexShaderSource), vertexShaderRaw, kernelWidth);
     72     static const char* fragmentShaderRaw =
     73         "#ifdef GL_ES\n"
     74         "precision mediump float;\n"
     75         "#endif\n"
     76         "#define KERNEL_WIDTH %d\n"
     77         "uniform sampler2D image;\n"
     78         "uniform float kernel[KERNEL_WIDTH];\n"
     79         "uniform vec2 imageIncrement;\n"
     80         "varying vec2 imageCoord;\n"
     81         "void main() {\n"
     82         "    vec2 coord = imageCoord;\n"
     83         "    vec4 sum = vec4(0, 0, 0, 0);\n"
     84         "    for (int i = 0; i < KERNEL_WIDTH; i++) {\n"
     85         "      sum += texture2D(image, coord) * kernel[i];\n"
     86         "      coord += imageIncrement;\n"
     87         "    }\n"
     88         "    gl_FragColor = sum;\n"
     89         "}\n";
     90     char fragmentShaderSource[1024];
     91     snprintf(fragmentShaderSource, sizeof(fragmentShaderSource), fragmentShaderRaw, kernelWidth);
     92 
     93     unsigned program = loadProgram(context, vertexShaderSource, fragmentShaderSource);
     94     if (!program)
     95         return 0;
     96     return new ConvolutionShader(context, program, kernelWidth);
     97 }
     98 
     99 void ConvolutionShader::use(const AffineTransform& transform, const AffineTransform& texTransform, const float* kernel, int kernelWidth, float imageIncrement[2])
    100 {
    101     m_context->useProgram(m_program);
    102     float matrix[9];
    103     affineTo3x3(transform, matrix);
    104     m_context->uniformMatrix3fv(m_matrixLocation, false /*transpose*/, matrix, 1 /*count*/);
    105 
    106     float texMatrix[9];
    107     affineTo3x3(texTransform, texMatrix);
    108     m_context->uniformMatrix3fv(m_texMatrixLocation, false /*transpose*/, texMatrix, 1 /*count*/);
    109 
    110     m_context->uniform2f(m_imageIncrementLocation, imageIncrement[0], imageIncrement[1]);
    111 
    112     // For now, we always use texture unit 0. If that ever changes, we should
    113     // expose this parameter to the caller.
    114     m_context->uniform1i(m_imageLocation, 0);
    115     if (kernelWidth > m_kernelWidth)
    116         kernelWidth = m_kernelWidth;
    117     m_context->uniform1fv(m_kernelLocation, const_cast<float*>(kernel), kernelWidth);
    118 
    119     m_context->vertexAttribPointer(m_positionLocation, 2, GraphicsContext3D::FLOAT, false, 0, 0);
    120 
    121     m_context->enableVertexAttribArray(m_positionLocation);
    122 }
    123 
    124 }
    125 
    126 #endif
    127