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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mobile
Path: blob/master/src/java.desktop/share/native/common/java2d/opengl/OGLBufImgOps.c
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/*
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* Copyright (c) 2007, Oracle and/or its affiliates. All rights reserved.
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* This code is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License version 2 only, as
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* published by the Free Software Foundation. Oracle designates this
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* particular file as subject to the "Classpath" exception as provided
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* by Oracle in the LICENSE file that accompanied this code.
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*
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* This code is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* version 2 for more details (a copy is included in the LICENSE file that
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* accompanied this code).
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*
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* You should have received a copy of the GNU General Public License version
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* 2 along with this work; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
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*
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* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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* or visit www.oracle.com if you need additional information or have any
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* questions.
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*/
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#ifndef HEADLESS
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#include <jlong.h>
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#include "OGLBufImgOps.h"
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#include "OGLContext.h"
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#include "OGLRenderQueue.h"
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#include "OGLSurfaceData.h"
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#include "GraphicsPrimitiveMgr.h"
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/** Evaluates to true if the given bit is set on the local flags variable. */
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#define IS_SET(flagbit) \
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(((flags) & (flagbit)) != 0)
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/**************************** ConvolveOp support ****************************/
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42
/**
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* The ConvolveOp shader is fairly straightforward. For each texel in
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* the source texture, the shader samples the MxN texels in the surrounding
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* area, multiplies each by its corresponding kernel value, and then sums
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* them all together to produce a single color result. Finally, the
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* resulting value is multiplied by the current OpenGL color, which contains
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* the extra alpha value.
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*
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* Note that this shader source code includes some "holes" marked by "%s".
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* This allows us to build different shader programs (e.g. one for
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* 3x3, one for 5x5, and so on) simply by filling in these "holes" with
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* a call to sprintf(). See the OGLBufImgOps_CreateConvolveProgram() method
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* for more details.
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*
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* REMIND: Currently this shader (and the supporting code in the
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* EnableConvolveOp() method) only supports 3x3 and 5x5 filters.
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* Early shader-level hardware did not support non-constant sized
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* arrays but modern hardware should support them (although I
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* don't know of any simple way to find out, other than to compile
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* the shader at runtime and see if the drivers complain).
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*/
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static const char *convolveShaderSource =
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// maximum size supported by this shader
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"const int MAX_KERNEL_SIZE = %s;"
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// image to be convolved
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"uniform sampler%s baseImage;"
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// image edge limits:
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// imgEdge.xy = imgMin.xy (anything < will be treated as edge case)
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// imgEdge.zw = imgMax.xy (anything > will be treated as edge case)
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"uniform vec4 imgEdge;"
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// value for each location in the convolution kernel:
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// kernelVals[i].x = offsetX[i]
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// kernelVals[i].y = offsetY[i]
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// kernelVals[i].z = kernel[i]
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"uniform vec3 kernelVals[MAX_KERNEL_SIZE];"
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""
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"void main(void)"
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"{"
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" int i;"
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" vec4 sum;"
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""
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" if (any(lessThan(gl_TexCoord[0].st, imgEdge.xy)) ||"
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" any(greaterThan(gl_TexCoord[0].st, imgEdge.zw)))"
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" {"
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// (placeholder for edge condition code)
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" %s"
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" } else {"
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" sum = vec4(0.0);"
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" for (i = 0; i < MAX_KERNEL_SIZE; i++) {"
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" sum +="
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" kernelVals[i].z *"
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" texture%s(baseImage,"
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" gl_TexCoord[0].st + kernelVals[i].xy);"
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" }"
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" }"
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""
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// modulate with gl_Color in order to apply extra alpha
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" gl_FragColor = sum * gl_Color;"
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"}";
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/**
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* Flags that can be bitwise-or'ed together to control how the shader
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* source code is generated.
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*/
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#define CONVOLVE_RECT (1 << 0)
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#define CONVOLVE_EDGE_ZERO_FILL (1 << 1)
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#define CONVOLVE_5X5 (1 << 2)
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/**
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* The handles to the ConvolveOp fragment program objects. The index to
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* the array should be a bitwise-or'ing of the CONVOLVE_* flags defined
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* above. Note that most applications will likely need to initialize one
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* or two of these elements, so the array is usually sparsely populated.
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*/
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static GLhandleARB convolvePrograms[8];
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/**
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* The maximum kernel size supported by the ConvolveOp shader.
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*/
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#define MAX_KERNEL_SIZE 25
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/**
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* Compiles and links the ConvolveOp shader program. If successful, this
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* function returns a handle to the newly created shader program; otherwise
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* returns 0.
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*/
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static GLhandleARB
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OGLBufImgOps_CreateConvolveProgram(jint flags)
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{
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GLhandleARB convolveProgram;
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GLint loc;
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char *kernelMax = IS_SET(CONVOLVE_5X5) ? "25" : "9";
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char *target = IS_SET(CONVOLVE_RECT) ? "2DRect" : "2D";
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char edge[100];
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char finalSource[2000];
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J2dTraceLn1(J2D_TRACE_INFO,
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"OGLBufImgOps_CreateConvolveProgram: flags=%d",
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flags);
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if (IS_SET(CONVOLVE_EDGE_ZERO_FILL)) {
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// EDGE_ZERO_FILL: fill in zero at the edges
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sprintf(edge, "sum = vec4(0.0);");
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} else {
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// EDGE_NO_OP: use the source pixel color at the edges
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sprintf(edge,
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"sum = texture%s(baseImage, gl_TexCoord[0].st);",
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target);
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}
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// compose the final source code string from the various pieces
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sprintf(finalSource, convolveShaderSource,
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kernelMax, target, edge, target);
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convolveProgram = OGLContext_CreateFragmentProgram(finalSource);
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if (convolveProgram == 0) {
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J2dRlsTraceLn(J2D_TRACE_ERROR,
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"OGLBufImgOps_CreateConvolveProgram: error creating program");
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return 0;
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}
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// "use" the program object temporarily so that we can set the uniforms
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j2d_glUseProgramObjectARB(convolveProgram);
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// set the "uniform" texture unit binding
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loc = j2d_glGetUniformLocationARB(convolveProgram, "baseImage");
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j2d_glUniform1iARB(loc, 0); // texture unit 0
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// "unuse" the program object; it will be re-bound later as needed
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j2d_glUseProgramObjectARB(0);
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return convolveProgram;
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}
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void
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OGLBufImgOps_EnableConvolveOp(OGLContext *oglc, jlong pSrcOps,
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jboolean edgeZeroFill,
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jint kernelWidth, jint kernelHeight,
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unsigned char *kernel)
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{
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OGLSDOps *srcOps = (OGLSDOps *)jlong_to_ptr(pSrcOps);
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jint kernelSize = kernelWidth * kernelHeight;
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GLhandleARB convolveProgram;
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GLfloat xoff, yoff;
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GLfloat edgeX, edgeY, minX, minY, maxX, maxY;
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GLfloat kernelVals[MAX_KERNEL_SIZE*3];
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jint i, j, kIndex;
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GLint loc;
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jint flags = 0;
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J2dTraceLn2(J2D_TRACE_INFO,
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"OGLBufImgOps_EnableConvolveOp: kernelW=%d kernelH=%d",
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kernelWidth, kernelHeight);
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RETURN_IF_NULL(oglc);
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RETURN_IF_NULL(srcOps);
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RESET_PREVIOUS_OP();
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if (srcOps->textureTarget == GL_TEXTURE_RECTANGLE_ARB) {
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flags |= CONVOLVE_RECT;
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// for GL_TEXTURE_RECTANGLE_ARB, texcoords are specified in the
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// range [0,srcw] and [0,srch], so to achieve an x/y offset of
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// exactly one pixel we simply use the value 1 here
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xoff = 1.0f;
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yoff = 1.0f;
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} else {
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// for GL_TEXTURE_2D, texcoords are specified in the range [0,1],
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// so to achieve an x/y offset of approximately one pixel we have
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// to normalize to that range here
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xoff = 1.0f / srcOps->textureWidth;
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yoff = 1.0f / srcOps->textureHeight;
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}
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if (edgeZeroFill) {
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flags |= CONVOLVE_EDGE_ZERO_FILL;
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}
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if (kernelWidth == 5 && kernelHeight == 5) {
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flags |= CONVOLVE_5X5;
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}
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// locate/initialize the shader program for the given flags
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if (convolvePrograms[flags] == 0) {
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convolvePrograms[flags] = OGLBufImgOps_CreateConvolveProgram(flags);
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if (convolvePrograms[flags] == 0) {
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// shouldn't happen, but just in case...
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return;
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}
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}
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convolveProgram = convolvePrograms[flags];
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// enable the convolve shader
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j2d_glUseProgramObjectARB(convolveProgram);
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// update the "uniform" image min/max values
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edgeX = (kernelWidth/2) * xoff;
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edgeY = (kernelHeight/2) * yoff;
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minX = edgeX;
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minY = edgeY;
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if (srcOps->textureTarget == GL_TEXTURE_RECTANGLE_ARB) {
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// texcoords are in the range [0,srcw] and [0,srch]
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maxX = ((GLfloat)srcOps->width) - edgeX;
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maxY = ((GLfloat)srcOps->height) - edgeY;
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} else {
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// texcoords are in the range [0,1]
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maxX = (((GLfloat)srcOps->width) / srcOps->textureWidth) - edgeX;
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maxY = (((GLfloat)srcOps->height) / srcOps->textureHeight) - edgeY;
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}
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loc = j2d_glGetUniformLocationARB(convolveProgram, "imgEdge");
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j2d_glUniform4fARB(loc, minX, minY, maxX, maxY);
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// update the "uniform" kernel offsets and values
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loc = j2d_glGetUniformLocationARB(convolveProgram, "kernelVals");
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kIndex = 0;
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for (i = -kernelHeight/2; i < kernelHeight/2+1; i++) {
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for (j = -kernelWidth/2; j < kernelWidth/2+1; j++) {
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kernelVals[kIndex+0] = j*xoff;
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kernelVals[kIndex+1] = i*yoff;
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kernelVals[kIndex+2] = NEXT_FLOAT(kernel);
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kIndex += 3;
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}
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}
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j2d_glUniform3fvARB(loc, kernelSize, kernelVals);
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}
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266
void
267
OGLBufImgOps_DisableConvolveOp(OGLContext *oglc)
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{
269
J2dTraceLn(J2D_TRACE_INFO, "OGLBufImgOps_DisableConvolveOp");
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271
RETURN_IF_NULL(oglc);
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// disable the ConvolveOp shader
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j2d_glUseProgramObjectARB(0);
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}
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/**************************** RescaleOp support *****************************/
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/**
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* The RescaleOp shader is one of the simplest possible. Each fragment
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* from the source image is multiplied by the user's scale factor and added
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* to the user's offset value (these are component-wise operations).
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* Finally, the resulting value is multiplied by the current OpenGL color,
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* which contains the extra alpha value.
285
*
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* The RescaleOp spec says that the operation is performed regardless of
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* whether the source data is premultiplied or non-premultiplied. This is
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* a problem for the OpenGL pipeline in that a non-premultiplied
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* BufferedImage will have already been converted into premultiplied
290
* when uploaded to an OpenGL texture. Therefore, we have a special mode
291
* called RESCALE_NON_PREMULT (used only for source images that were
292
* originally non-premultiplied) that un-premultiplies the source color
293
* prior to the rescale operation, then re-premultiplies the resulting
294
* color before returning from the fragment shader.
295
*
296
* Note that this shader source code includes some "holes" marked by "%s".
297
* This allows us to build different shader programs (e.g. one for
298
* GL_TEXTURE_2D targets, one for GL_TEXTURE_RECTANGLE_ARB targets, and so on)
299
* simply by filling in these "holes" with a call to sprintf(). See the
300
* OGLBufImgOps_CreateRescaleProgram() method for more details.
301
*/
302
static const char *rescaleShaderSource =
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// image to be rescaled
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"uniform sampler%s baseImage;"
305
// vector containing scale factors
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"uniform vec4 scaleFactors;"
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// vector containing offsets
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"uniform vec4 offsets;"
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""
310
"void main(void)"
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"{"
312
" vec4 srcColor = texture%s(baseImage, gl_TexCoord[0].st);"
313
// (placeholder for un-premult code)
314
" %s"
315
// rescale source value
316
" vec4 result = (srcColor * scaleFactors) + offsets;"
317
// (placeholder for re-premult code)
318
" %s"
319
// modulate with gl_Color in order to apply extra alpha
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" gl_FragColor = result * gl_Color;"
321
"}";
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323
/**
324
* Flags that can be bitwise-or'ed together to control how the shader
325
* source code is generated.
326
*/
327
#define RESCALE_RECT (1 << 0)
328
#define RESCALE_NON_PREMULT (1 << 1)
329
330
/**
331
* The handles to the RescaleOp fragment program objects. The index to
332
* the array should be a bitwise-or'ing of the RESCALE_* flags defined
333
* above. Note that most applications will likely need to initialize one
334
* or two of these elements, so the array is usually sparsely populated.
335
*/
336
static GLhandleARB rescalePrograms[4];
337
338
/**
339
* Compiles and links the RescaleOp shader program. If successful, this
340
* function returns a handle to the newly created shader program; otherwise
341
* returns 0.
342
*/
343
static GLhandleARB
344
OGLBufImgOps_CreateRescaleProgram(jint flags)
345
{
346
GLhandleARB rescaleProgram;
347
GLint loc;
348
char *target = IS_SET(RESCALE_RECT) ? "2DRect" : "2D";
349
char *preRescale = "";
350
char *postRescale = "";
351
char finalSource[2000];
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353
J2dTraceLn1(J2D_TRACE_INFO,
354
"OGLBufImgOps_CreateRescaleProgram: flags=%d",
355
flags);
356
357
if (IS_SET(RESCALE_NON_PREMULT)) {
358
preRescale = "srcColor.rgb /= srcColor.a;";
359
postRescale = "result.rgb *= result.a;";
360
}
361
362
// compose the final source code string from the various pieces
363
sprintf(finalSource, rescaleShaderSource,
364
target, target, preRescale, postRescale);
365
366
rescaleProgram = OGLContext_CreateFragmentProgram(finalSource);
367
if (rescaleProgram == 0) {
368
J2dRlsTraceLn(J2D_TRACE_ERROR,
369
"OGLBufImgOps_CreateRescaleProgram: error creating program");
370
return 0;
371
}
372
373
// "use" the program object temporarily so that we can set the uniforms
374
j2d_glUseProgramObjectARB(rescaleProgram);
375
376
// set the "uniform" values
377
loc = j2d_glGetUniformLocationARB(rescaleProgram, "baseImage");
378
j2d_glUniform1iARB(loc, 0); // texture unit 0
379
380
// "unuse" the program object; it will be re-bound later as needed
381
j2d_glUseProgramObjectARB(0);
382
383
return rescaleProgram;
384
}
385
386
void
387
OGLBufImgOps_EnableRescaleOp(OGLContext *oglc, jlong pSrcOps,
388
jboolean nonPremult,
389
unsigned char *scaleFactors,
390
unsigned char *offsets)
391
{
392
OGLSDOps *srcOps = (OGLSDOps *)jlong_to_ptr(pSrcOps);
393
GLhandleARB rescaleProgram;
394
GLint loc;
395
jint flags = 0;
396
397
J2dTraceLn(J2D_TRACE_INFO, "OGLBufImgOps_EnableRescaleOp");
398
399
RETURN_IF_NULL(oglc);
400
RETURN_IF_NULL(srcOps);
401
RESET_PREVIOUS_OP();
402
403
// choose the appropriate shader, depending on the source texture target
404
if (srcOps->textureTarget == GL_TEXTURE_RECTANGLE_ARB) {
405
flags |= RESCALE_RECT;
406
}
407
if (nonPremult) {
408
flags |= RESCALE_NON_PREMULT;
409
}
410
411
// locate/initialize the shader program for the given flags
412
if (rescalePrograms[flags] == 0) {
413
rescalePrograms[flags] = OGLBufImgOps_CreateRescaleProgram(flags);
414
if (rescalePrograms[flags] == 0) {
415
// shouldn't happen, but just in case...
416
return;
417
}
418
}
419
rescaleProgram = rescalePrograms[flags];
420
421
// enable the rescale shader
422
j2d_glUseProgramObjectARB(rescaleProgram);
423
424
// update the "uniform" scale factor values (note that the Java-level
425
// dispatching code always passes down 4 values here, regardless of
426
// the original source image type)
427
loc = j2d_glGetUniformLocationARB(rescaleProgram, "scaleFactors");
428
{
429
GLfloat sf1 = NEXT_FLOAT(scaleFactors);
430
GLfloat sf2 = NEXT_FLOAT(scaleFactors);
431
GLfloat sf3 = NEXT_FLOAT(scaleFactors);
432
GLfloat sf4 = NEXT_FLOAT(scaleFactors);
433
j2d_glUniform4fARB(loc, sf1, sf2, sf3, sf4);
434
}
435
436
// update the "uniform" offset values (note that the Java-level
437
// dispatching code always passes down 4 values here, and that the
438
// offsets will have already been normalized to the range [0,1])
439
loc = j2d_glGetUniformLocationARB(rescaleProgram, "offsets");
440
{
441
GLfloat off1 = NEXT_FLOAT(offsets);
442
GLfloat off2 = NEXT_FLOAT(offsets);
443
GLfloat off3 = NEXT_FLOAT(offsets);
444
GLfloat off4 = NEXT_FLOAT(offsets);
445
j2d_glUniform4fARB(loc, off1, off2, off3, off4);
446
}
447
}
448
449
void
450
OGLBufImgOps_DisableRescaleOp(OGLContext *oglc)
451
{
452
J2dTraceLn(J2D_TRACE_INFO, "OGLBufImgOps_DisableRescaleOp");
453
454
RETURN_IF_NULL(oglc);
455
456
// disable the RescaleOp shader
457
j2d_glUseProgramObjectARB(0);
458
}
459
460
/**************************** LookupOp support ******************************/
461
462
/**
463
* The LookupOp shader takes a fragment color (from the source texture) as
464
* input, subtracts the optional user offset value, and then uses the
465
* resulting value to index into the lookup table texture to provide
466
* a new color result. Finally, the resulting value is multiplied by
467
* the current OpenGL color, which contains the extra alpha value.
468
*
469
* The lookup step requires 3 texture accesses (or 4, when alpha is included),
470
* which is somewhat unfortunate because it's not ideal from a performance
471
* standpoint, but that sort of thing is getting faster with newer hardware.
472
* In the 3-band case, we could consider using a three-dimensional texture
473
* and performing the lookup with a single texture access step. We already
474
* use this approach in the LCD text shader, and it works well, but for the
475
* purposes of this LookupOp shader, it's probably overkill. Also, there's
476
* a difference in that the LCD text shader only needs to populate the 3D LUT
477
* once, but here we would need to populate it on every invocation, which
478
* would likely be a waste of VRAM and CPU/GPU cycles.
479
*
480
* The LUT texture is currently hardcoded as 4 rows/bands, each containing
481
* 256 elements. This means that we currently only support user-provided
482
* tables with no more than 256 elements in each band (this is checked at
483
* at the Java level). If the user provides a table with less than 256
484
* elements per band, our shader will still work fine, but if elements are
485
* accessed with an index >= the size of the LUT, then the shader will simply
486
* produce undefined values. Typically the user would provide an offset
487
* value that would prevent this from happening, but it's worth pointing out
488
* this fact because the software LookupOp implementation would usually
489
* throw an ArrayIndexOutOfBoundsException in this scenario (although it is
490
* not something demanded by the spec).
491
*
492
* The LookupOp spec says that the operation is performed regardless of
493
* whether the source data is premultiplied or non-premultiplied. This is
494
* a problem for the OpenGL pipeline in that a non-premultiplied
495
* BufferedImage will have already been converted into premultiplied
496
* when uploaded to an OpenGL texture. Therefore, we have a special mode
497
* called LOOKUP_NON_PREMULT (used only for source images that were
498
* originally non-premultiplied) that un-premultiplies the source color
499
* prior to the lookup operation, then re-premultiplies the resulting
500
* color before returning from the fragment shader.
501
*
502
* Note that this shader source code includes some "holes" marked by "%s".
503
* This allows us to build different shader programs (e.g. one for
504
* GL_TEXTURE_2D targets, one for GL_TEXTURE_RECTANGLE_ARB targets, and so on)
505
* simply by filling in these "holes" with a call to sprintf(). See the
506
* OGLBufImgOps_CreateLookupProgram() method for more details.
507
*/
508
static const char *lookupShaderSource =
509
// source image (bound to texture unit 0)
510
"uniform sampler%s baseImage;"
511
// lookup table (bound to texture unit 1)
512
"uniform sampler2D lookupTable;"
513
// offset subtracted from source index prior to lookup step
514
"uniform vec4 offset;"
515
""
516
"void main(void)"
517
"{"
518
" vec4 srcColor = texture%s(baseImage, gl_TexCoord[0].st);"
519
// (placeholder for un-premult code)
520
" %s"
521
// subtract offset from original index
522
" vec4 srcIndex = srcColor - offset;"
523
// use source value as input to lookup table (note that
524
// "v" texcoords are hardcoded to hit texel centers of
525
// each row/band in texture)
526
" vec4 result;"
527
" result.r = texture2D(lookupTable, vec2(srcIndex.r, 0.125)).r;"
528
" result.g = texture2D(lookupTable, vec2(srcIndex.g, 0.375)).r;"
529
" result.b = texture2D(lookupTable, vec2(srcIndex.b, 0.625)).r;"
530
// (placeholder for alpha store code)
531
" %s"
532
// (placeholder for re-premult code)
533
" %s"
534
// modulate with gl_Color in order to apply extra alpha
535
" gl_FragColor = result * gl_Color;"
536
"}";
537
538
/**
539
* Flags that can be bitwise-or'ed together to control how the shader
540
* source code is generated.
541
*/
542
#define LOOKUP_RECT (1 << 0)
543
#define LOOKUP_USE_SRC_ALPHA (1 << 1)
544
#define LOOKUP_NON_PREMULT (1 << 2)
545
546
/**
547
* The handles to the LookupOp fragment program objects. The index to
548
* the array should be a bitwise-or'ing of the LOOKUP_* flags defined
549
* above. Note that most applications will likely need to initialize one
550
* or two of these elements, so the array is usually sparsely populated.
551
*/
552
static GLhandleARB lookupPrograms[8];
553
554
/**
555
* The handle to the lookup table texture object used by the shader.
556
*/
557
static GLuint lutTextureID = 0;
558
559
/**
560
* Compiles and links the LookupOp shader program. If successful, this
561
* function returns a handle to the newly created shader program; otherwise
562
* returns 0.
563
*/
564
static GLhandleARB
565
OGLBufImgOps_CreateLookupProgram(jint flags)
566
{
567
GLhandleARB lookupProgram;
568
GLint loc;
569
char *target = IS_SET(LOOKUP_RECT) ? "2DRect" : "2D";
570
char *alpha;
571
char *preLookup = "";
572
char *postLookup = "";
573
char finalSource[2000];
574
575
J2dTraceLn1(J2D_TRACE_INFO,
576
"OGLBufImgOps_CreateLookupProgram: flags=%d",
577
flags);
578
579
if (IS_SET(LOOKUP_USE_SRC_ALPHA)) {
580
// when numComps is 1 or 3, the alpha is not looked up in the table;
581
// just keep the alpha from the source fragment
582
alpha = "result.a = srcColor.a;";
583
} else {
584
// when numComps is 4, the alpha is looked up in the table, just
585
// like the other color components from the source fragment
586
alpha =
587
"result.a = texture2D(lookupTable, vec2(srcIndex.a, 0.875)).r;";
588
}
589
if (IS_SET(LOOKUP_NON_PREMULT)) {
590
preLookup = "srcColor.rgb /= srcColor.a;";
591
postLookup = "result.rgb *= result.a;";
592
}
593
594
// compose the final source code string from the various pieces
595
sprintf(finalSource, lookupShaderSource,
596
target, target, preLookup, alpha, postLookup);
597
598
lookupProgram = OGLContext_CreateFragmentProgram(finalSource);
599
if (lookupProgram == 0) {
600
J2dRlsTraceLn(J2D_TRACE_ERROR,
601
"OGLBufImgOps_CreateLookupProgram: error creating program");
602
return 0;
603
}
604
605
// "use" the program object temporarily so that we can set the uniforms
606
j2d_glUseProgramObjectARB(lookupProgram);
607
608
// set the "uniform" values
609
loc = j2d_glGetUniformLocationARB(lookupProgram, "baseImage");
610
j2d_glUniform1iARB(loc, 0); // texture unit 0
611
loc = j2d_glGetUniformLocationARB(lookupProgram, "lookupTable");
612
j2d_glUniform1iARB(loc, 1); // texture unit 1
613
614
// "unuse" the program object; it will be re-bound later as needed
615
j2d_glUseProgramObjectARB(0);
616
617
return lookupProgram;
618
}
619
620
void
621
OGLBufImgOps_EnableLookupOp(OGLContext *oglc, jlong pSrcOps,
622
jboolean nonPremult, jboolean shortData,
623
jint numBands, jint bandLength, jint offset,
624
void *tableValues)
625
{
626
OGLSDOps *srcOps = (OGLSDOps *)jlong_to_ptr(pSrcOps);
627
int bytesPerElem = (shortData ? 2 : 1);
628
GLhandleARB lookupProgram;
629
GLfloat foff;
630
GLint loc;
631
void *bands[4];
632
int i;
633
jint flags = 0;
634
635
J2dTraceLn4(J2D_TRACE_INFO,
636
"OGLBufImgOps_EnableLookupOp: short=%d num=%d len=%d off=%d",
637
shortData, numBands, bandLength, offset);
638
639
for (i = 0; i < 4; i++) {
640
bands[i] = NULL;
641
}
642
RETURN_IF_NULL(oglc);
643
RETURN_IF_NULL(srcOps);
644
RESET_PREVIOUS_OP();
645
646
// choose the appropriate shader, depending on the source texture target
647
// and the number of bands involved
648
if (srcOps->textureTarget == GL_TEXTURE_RECTANGLE_ARB) {
649
flags |= LOOKUP_RECT;
650
}
651
if (numBands != 4) {
652
flags |= LOOKUP_USE_SRC_ALPHA;
653
}
654
if (nonPremult) {
655
flags |= LOOKUP_NON_PREMULT;
656
}
657
658
// locate/initialize the shader program for the given flags
659
if (lookupPrograms[flags] == 0) {
660
lookupPrograms[flags] = OGLBufImgOps_CreateLookupProgram(flags);
661
if (lookupPrograms[flags] == 0) {
662
// shouldn't happen, but just in case...
663
return;
664
}
665
}
666
lookupProgram = lookupPrograms[flags];
667
668
// enable the lookup shader
669
j2d_glUseProgramObjectARB(lookupProgram);
670
671
// update the "uniform" offset value
672
loc = j2d_glGetUniformLocationARB(lookupProgram, "offset");
673
foff = offset / 255.0f;
674
j2d_glUniform4fARB(loc, foff, foff, foff, foff);
675
676
// bind the lookup table to texture unit 1 and enable texturing
677
j2d_glActiveTextureARB(GL_TEXTURE1_ARB);
678
if (lutTextureID == 0) {
679
/*
680
* Create the lookup table texture with 4 rows (one band per row)
681
* and 256 columns (one LUT band element per column) and with an
682
* internal format of 16-bit luminance values, which will be
683
* sufficient for either byte or short LUT data. Note that the
684
* texture wrap mode will be set to the default of GL_CLAMP_TO_EDGE,
685
* which means that out-of-range index value will be clamped
686
* appropriately.
687
*/
688
lutTextureID =
689
OGLContext_CreateBlitTexture(GL_LUMINANCE16, GL_LUMINANCE,
690
256, 4);
691
if (lutTextureID == 0) {
692
// should never happen, but just to be safe...
693
return;
694
}
695
}
696
j2d_glBindTexture(GL_TEXTURE_2D, lutTextureID);
697
j2d_glEnable(GL_TEXTURE_2D);
698
699
// update the lookup table with the user-provided values
700
if (numBands == 1) {
701
// replicate the single band for R/G/B; alpha band is unused
702
for (i = 0; i < 3; i++) {
703
bands[i] = tableValues;
704
}
705
bands[3] = NULL;
706
} else if (numBands == 3) {
707
// user supplied band for each of R/G/B; alpha band is unused
708
for (i = 0; i < 3; i++) {
709
bands[i] = PtrAddBytes(tableValues, i*bandLength*bytesPerElem);
710
}
711
bands[3] = NULL;
712
} else if (numBands == 4) {
713
// user supplied band for each of R/G/B/A
714
for (i = 0; i < 4; i++) {
715
bands[i] = PtrAddBytes(tableValues, i*bandLength*bytesPerElem);
716
}
717
}
718
719
// upload the bands one row at a time into our lookup table texture
720
for (i = 0; i < 4; i++) {
721
if (bands[i] == NULL) {
722
continue;
723
}
724
j2d_glTexSubImage2D(GL_TEXTURE_2D, 0,
725
0, i, bandLength, 1,
726
GL_LUMINANCE,
727
shortData ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE,
728
bands[i]);
729
}
730
731
// restore texture unit 0 (the default) as the active one since
732
// the OGLBlitTextureToSurface() method is responsible for binding the
733
// source image texture, which will happen later
734
j2d_glActiveTextureARB(GL_TEXTURE0_ARB);
735
}
736
737
void
738
OGLBufImgOps_DisableLookupOp(OGLContext *oglc)
739
{
740
J2dTraceLn(J2D_TRACE_INFO, "OGLBufImgOps_DisableLookupOp");
741
742
RETURN_IF_NULL(oglc);
743
744
// disable the LookupOp shader
745
j2d_glUseProgramObjectARB(0);
746
747
// disable the lookup table on texture unit 1
748
j2d_glActiveTextureARB(GL_TEXTURE1_ARB);
749
j2d_glDisable(GL_TEXTURE_2D);
750
j2d_glActiveTextureARB(GL_TEXTURE0_ARB);
751
}
752
753
#endif /* !HEADLESS */
754
755