/* 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 "TextureMapperShaderProgram.h" #if USE(ACCELERATED_COMPOSITING) && USE(TEXTURE_MAPPER) #include "LengthFunctions.h" #include "Logging.h" #include "TextureMapperGL.h" #include #define STRINGIFY(...) #__VA_ARGS__ namespace WebCore { static inline bool compositingLogEnabled() { #if !LOG_DISABLED return LogCompositing.state == WTFLogChannelOn; #else return false; #endif } TextureMapperShaderProgram::TextureMapperShaderProgram(PassRefPtr 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()); } void TextureMapperShaderProgram::setMatrix(GC3Duint location, const TransformationMatrix& matrix) { GC3Dfloat matrixAsFloats[] = { GC3Dfloat(matrix.m11()), GC3Dfloat(matrix.m12()), GC3Dfloat(matrix.m13()), GC3Dfloat(matrix.m14()), GC3Dfloat(matrix.m21()), GC3Dfloat(matrix.m22()), GC3Dfloat(matrix.m23()), GC3Dfloat(matrix.m24()), GC3Dfloat(matrix.m31()), GC3Dfloat(matrix.m32()), GC3Dfloat(matrix.m33()), GC3Dfloat(matrix.m34()), GC3Dfloat(matrix.m41()), GC3Dfloat(matrix.m42()), GC3Dfloat(matrix.m43()), GC3Dfloat(matrix.m44()) }; m_context->uniformMatrix4fv(location, 1, false, matrixAsFloats); } GC3Duint TextureMapperShaderProgram::getLocation(const AtomicString& name, VariableType type) { HashMap::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); } #define GLSL_DIRECTIVE(...) "#"#__VA_ARGS__"\n" static const char* vertexTemplate = STRINGIFY( attribute vec4 a_vertex; uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; uniform highp mat4 u_textureSpaceMatrix; varying vec2 v_texCoord; varying vec2 v_transformedTexCoord; varying float v_antialias; void noop(inout vec2 dummyParameter) { } vec4 toViewportSpace(vec2 pos) { return vec4(pos, 0., 1.) * u_modelViewMatrix; } // This function relies on the assumption that we get edge triangles with control points, // a control point being the nearest point to the coordinate that is on the edge. void applyAntialiasing(inout vec2 position) { // We count on the fact that quad passed in is always a unit rect, // and the transformation matrix applies the real rect. const vec2 center = vec2(0.5, 0.5); const float antialiasInflationDistance = 1.; // We pass the control point as the zw coordinates of the vertex. // The control point is the point on the edge closest to the current position. // The control point is used to compute the antialias value. vec2 controlPoint = a_vertex.zw; // First we calculate the distance in viewport space. vec4 centerInViewportCoordinates = toViewportSpace(center); vec4 controlPointInViewportCoordinates = toViewportSpace(controlPoint); float viewportSpaceDistance = distance(centerInViewportCoordinates, controlPointInViewportCoordinates); // We add the inflation distance to the computed distance, and compute the ratio. float inflationRatio = (viewportSpaceDistance + antialiasInflationDistance) / viewportSpaceDistance; // v_antialias needs to be 0 for the outer edge and 1. for the inner edge. // Since the controlPoint is equal to the position in the edge vertices, the value is always 0 for those. // For the center point, the distance is always 0.5, so we normalize to 1. by multiplying by 2. // By multplying by inflationRatio and dividing by (inflationRatio - 1), // We make sure that the varying interpolates between 0 (outer edge), 1 (inner edge) and n > 1 (center). v_antialias = distance(controlPoint, position) * 2. * inflationRatio / (inflationRatio - 1.); // Now inflate the actual position. By using this formula instead of inflating position directly, // we ensure that the center vertex is never inflated. position = center + (position - center) * inflationRatio; } void main(void) { vec2 position = a_vertex.xy; applyAntialiasingIfNeeded(position); v_texCoord = position; vec4 clampedPosition = clamp(vec4(position, 0., 1.), 0., 1.); v_transformedTexCoord = (u_textureSpaceMatrix * clampedPosition).xy; gl_Position = u_projectionMatrix * u_modelViewMatrix * vec4(position, 0., 1.); } ); #define RECT_TEXTURE_DIRECTIVE \ GLSL_DIRECTIVE(ifdef ENABLE_Rect) \ GLSL_DIRECTIVE(define SamplerType sampler2DRect) \ GLSL_DIRECTIVE(define SamplerFunction texture2DRect) \ GLSL_DIRECTIVE(else) \ GLSL_DIRECTIVE(define SamplerType sampler2D) \ GLSL_DIRECTIVE(define SamplerFunction texture2D) \ GLSL_DIRECTIVE(endif) #define ANTIALIASING_TEX_COORD_DIRECTIVE \ GLSL_DIRECTIVE(if defined(ENABLE_Antialiasing) && defined(ENABLE_Texture)) \ GLSL_DIRECTIVE(define transformTexCoord fragmentTransformTexCoord) \ GLSL_DIRECTIVE(else) \ GLSL_DIRECTIVE(define transformTexCoord vertexTransformTexCoord) \ GLSL_DIRECTIVE(endif) #define ENABLE_APPLIER(Name) "#define ENABLE_"#Name"\n#define apply"#Name"IfNeeded apply"#Name"\n" #define DISABLE_APPLIER(Name) "#define apply"#Name"IfNeeded noop\n" #define BLUR_CONSTANTS \ GLSL_DIRECTIVE(define GAUSSIAN_KERNEL_HALF_WIDTH 11) \ GLSL_DIRECTIVE(define GAUSSIAN_KERNEL_STEP 0.2) static const char* fragmentTemplate = RECT_TEXTURE_DIRECTIVE ANTIALIASING_TEX_COORD_DIRECTIVE BLUR_CONSTANTS STRINGIFY( precision mediump float; uniform SamplerType s_sampler; uniform sampler2D s_contentTexture; uniform float u_opacity; varying float v_antialias; varying vec2 v_texCoord; varying vec2 v_transformedTexCoord; uniform float u_filterAmount; uniform vec2 u_blurRadius; uniform vec2 u_shadowOffset; uniform vec4 u_color; uniform float u_gaussianKernel[GAUSSIAN_KERNEL_HALF_WIDTH]; uniform highp mat4 u_textureSpaceMatrix; void noop(inout vec4 dummyParameter) { } void noop(inout vec4 dummyParameter, vec2 texCoord) { } float antialias() { return smoothstep(0., 1., v_antialias); } vec2 fragmentTransformTexCoord() { vec4 clampedPosition = clamp(vec4(v_texCoord, 0., 1.), 0., 1.); return (u_textureSpaceMatrix * clampedPosition).xy; } vec2 vertexTransformTexCoord() { return v_transformedTexCoord; } void applyTexture(inout vec4 color, vec2 texCoord) { color = SamplerFunction(s_sampler, texCoord); } void applyOpacity(inout vec4 color) { color *= u_opacity; } void applyAntialiasing(inout vec4 color) { color *= antialias(); } void applyGrayscaleFilter(inout vec4 color) { float amount = 1.0 - u_filterAmount; color = 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); } void applySepiaFilter(inout vec4 color) { float amount = 1.0 - u_filterAmount; color = 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); } void applySaturateFilter(inout vec4 color) { color = vec4((0.213 + 0.787 * u_filterAmount) * color.r + (0.715 - 0.715 * u_filterAmount) * color.g + (0.072 - 0.072 * u_filterAmount) * color.b, (0.213 - 0.213 * u_filterAmount) * color.r + (0.715 + 0.285 * u_filterAmount) * color.g + (0.072 - 0.072 * u_filterAmount) * color.b, (0.213 - 0.213 * u_filterAmount) * color.r + (0.715 - 0.715 * u_filterAmount) * color.g + (0.072 + 0.928 * u_filterAmount) * color.b, color.a); } void applyHueRotateFilter(inout vec4 color) { float pi = 3.14159265358979323846; float c = cos(u_filterAmount * pi / 180.0); float s = sin(u_filterAmount * pi / 180.0); color = 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); } float invert(float n) { return (1.0 - n) * u_filterAmount + n * (1.0 - u_filterAmount); } void applyInvertFilter(inout vec4 color) { color = vec4(invert(color.r), invert(color.g), invert(color.b), color.a); } void applyBrightnessFilter(inout vec4 color) { color = vec4(color.rgb * u_filterAmount, color.a); } float contrast(float n) { return (n - 0.5) * u_filterAmount + 0.5; } void applyContrastFilter(inout vec4 color) { color = vec4(contrast(color.r), contrast(color.g), contrast(color.b), color.a); } void applyOpacityFilter(inout vec4 color) { color = vec4(color.r, color.g, color.b, color.a * u_filterAmount); } vec4 sampleColorAtRadius(float radius, vec2 texCoord) { vec2 coord = texCoord + radius * u_blurRadius; return SamplerFunction(s_sampler, coord) * float(coord.x > 0. && coord.y > 0. && coord.x < 1. && coord.y < 1.); } float sampleAlphaAtRadius(float radius, vec2 texCoord) { vec2 coord = texCoord - u_shadowOffset + radius * u_blurRadius; return SamplerFunction(s_sampler, coord).a * float(coord.x > 0. && coord.y > 0. && coord.x < 1. && coord.y < 1.); } void applyBlurFilter(inout vec4 color, vec2 texCoord) { vec4 total = sampleColorAtRadius(0., texCoord) * u_gaussianKernel[0]; for (int i = 1; i < GAUSSIAN_KERNEL_HALF_WIDTH; i++) { total += sampleColorAtRadius(float(i) * GAUSSIAN_KERNEL_STEP, texCoord) * u_gaussianKernel[i]; total += sampleColorAtRadius(float(-1 * i) * GAUSSIAN_KERNEL_STEP, texCoord) * u_gaussianKernel[i]; } color = total; } void applyAlphaBlur(inout vec4 color, vec2 texCoord) { float total = sampleAlphaAtRadius(0., texCoord) * u_gaussianKernel[0]; for (int i = 1; i < GAUSSIAN_KERNEL_HALF_WIDTH; i++) { total += sampleAlphaAtRadius(float(i) * GAUSSIAN_KERNEL_STEP, texCoord) * u_gaussianKernel[i]; total += sampleAlphaAtRadius(float(-1 * i) * GAUSSIAN_KERNEL_STEP, texCoord) * u_gaussianKernel[i]; } color *= total; } vec4 sourceOver(vec4 src, vec4 dst) { return src + dst * (1. - dst.a); } void applyContentTexture(inout vec4 color, vec2 texCoord) { vec4 contentColor = texture2D(s_contentTexture, texCoord); color = sourceOver(contentColor, color); } void applySolidColor(inout vec4 color) { color *= u_color; } void main(void) { vec4 color = vec4(1., 1., 1., 1.); vec2 texCoord = transformTexCoord(); applyTextureIfNeeded(color, texCoord); applySolidColorIfNeeded(color); applyAntialiasingIfNeeded(color); applyOpacityIfNeeded(color); applyGrayscaleFilterIfNeeded(color); applySepiaFilterIfNeeded(color); applySaturateFilterIfNeeded(color); applyHueRotateFilterIfNeeded(color); applyInvertFilterIfNeeded(color); applyBrightnessFilterIfNeeded(color); applyContrastFilterIfNeeded(color); applyOpacityFilterIfNeeded(color); applyBlurFilterIfNeeded(color, texCoord); applyAlphaBlurIfNeeded(color, texCoord); applyContentTextureIfNeeded(color, texCoord); gl_FragColor = color; } ); PassRefPtr TextureMapperShaderProgram::create(PassRefPtr context, TextureMapperShaderProgram::Options options) { StringBuilder shaderBuilder; #define SET_APPLIER_FROM_OPTIONS(Applier) \ shaderBuilder.append(\ (options & TextureMapperShaderProgram::Applier) ? ENABLE_APPLIER(Applier) : DISABLE_APPLIER(Applier)) SET_APPLIER_FROM_OPTIONS(Texture); SET_APPLIER_FROM_OPTIONS(Rect); SET_APPLIER_FROM_OPTIONS(SolidColor); SET_APPLIER_FROM_OPTIONS(Opacity); SET_APPLIER_FROM_OPTIONS(Antialiasing); SET_APPLIER_FROM_OPTIONS(GrayscaleFilter); SET_APPLIER_FROM_OPTIONS(SepiaFilter); SET_APPLIER_FROM_OPTIONS(SaturateFilter); SET_APPLIER_FROM_OPTIONS(HueRotateFilter); SET_APPLIER_FROM_OPTIONS(BrightnessFilter); SET_APPLIER_FROM_OPTIONS(ContrastFilter); SET_APPLIER_FROM_OPTIONS(InvertFilter); SET_APPLIER_FROM_OPTIONS(OpacityFilter); SET_APPLIER_FROM_OPTIONS(BlurFilter); SET_APPLIER_FROM_OPTIONS(AlphaBlur); SET_APPLIER_FROM_OPTIONS(ContentTexture); StringBuilder vertexBuilder; vertexBuilder.append(shaderBuilder.toString()); vertexBuilder.append(vertexTemplate); shaderBuilder.append(fragmentTemplate); String vertexSource = vertexBuilder.toString(); String fragmentSource = shaderBuilder.toString(); return adoptRef(new TextureMapperShaderProgram(context, vertexSource, fragmentSource)); } } #endif