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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 "BicubicShader.h"
36 
37 #include "GraphicsContext3D.h"
38 
39 namespace WebCore {
40 
BicubicShader(GraphicsContext3D * context,unsigned program)41 BicubicShader::BicubicShader(GraphicsContext3D* context, unsigned program)
42     : Shader(context, program)
43     , m_matrixLocation(context->getUniformLocation(program, "matrix"))
44     , m_texMatrixLocation(context->getUniformLocation(program, "texMatrix"))
45     , m_coefficientsLocation(context->getUniformLocation(program, "coefficients"))
46     , m_imageIncrementLocation(context->getUniformLocation(program, "imageIncrement"))
47     , m_imageLocation(context->getUniformLocation(program, "image"))
48     , m_alphaLocation(context->getUniformLocation(program, "alpha"))
49     , m_positionLocation(context->getAttribLocation(program, "position"))
50 {
51 }
52 
create(GraphicsContext3D * context)53 PassOwnPtr<BicubicShader> BicubicShader::create(GraphicsContext3D* context)
54 {
55     static const char* vertexShaderSource =
56         "uniform mat3 matrix;\n"
57         "uniform mat3 texMatrix;\n"
58         "attribute vec2 position;\n"
59         "varying vec2 texCoord;\n"
60         "void main() {\n"
61         "    vec3 pos = vec3(position, 1.0);\n"
62         "    texCoord = (texMatrix * pos).xy;\n"
63         "    gl_Position = vec4(matrix * pos, 1.0);\n"
64         "}\n";
65     static const char* fragmentShaderSource =
66         "#ifdef GL_ES\n"
67         "precision mediump float;\n"
68         "#endif\n"
69         "uniform sampler2D image;\n"
70         "uniform vec2 imageIncrement;\n"
71         "uniform mat4 coefficients;\n"
72         "uniform float alpha;\n"
73         "varying vec2 texCoord;\n"
74         "vec4 cubicBlend(float t, vec4 c0, vec4 c1, vec4 c2, vec4 c3) {\n"
75         "    vec4 ts = vec4(1.0, t, t * t, t * t * t);\n"
76         "    vec4 result = coefficients * ts;\n"
77         "    return result.w * c0 + result.z * c1 + result.y * c2 + result.x * c3;\n"
78         "}\n"
79         "void main() {\n"
80         "    vec2 imageCoord = texCoord;\n"
81         "    vec2 f = fract(imageCoord / imageIncrement) - vec2(0.5, 0.5);\n"
82         "    vec4 t00 = texture2D(image, imageCoord + imageIncrement * vec2(-1, -1));\n"
83         "    vec4 t10 = texture2D(image, imageCoord + imageIncrement * vec2( 0, -1));\n"
84         "    vec4 t20 = texture2D(image, imageCoord + imageIncrement * vec2( 1, -1));\n"
85         "    vec4 t30 = texture2D(image, imageCoord + imageIncrement * vec2( 2, -1));\n"
86         "    vec4 t0 = cubicBlend(f.x, t00, t10, t20, t30);\n"
87         "    vec4 t01 = texture2D(image, imageCoord + imageIncrement * vec2(-1, 0));\n"
88         "    vec4 t11 = texture2D(image, imageCoord + imageIncrement * vec2( 0, 0));\n"
89         "    vec4 t21 = texture2D(image, imageCoord + imageIncrement * vec2( 1, 0));\n"
90         "    vec4 t31 = texture2D(image, imageCoord + imageIncrement * vec2( 2, 0));\n"
91         "    vec4 t1 = cubicBlend(f.x, t01, t11, t21, t31);\n"
92         "    vec4 t02 = texture2D(image, imageCoord + imageIncrement * vec2(-1, 1));\n"
93         "    vec4 t12 = texture2D(image, imageCoord + imageIncrement * vec2( 0, 1));\n"
94         "    vec4 t22 = texture2D(image, imageCoord + imageIncrement * vec2( 1, 1));\n"
95         "    vec4 t32 = texture2D(image, imageCoord + imageIncrement * vec2( 2, 1));\n"
96         "    vec4 t2 = cubicBlend(f.x, t02, t12, t22, t32);\n"
97         "    vec4 t03 = texture2D(image, imageCoord + imageIncrement * vec2(-1, 2));\n"
98         "    vec4 t13 = texture2D(image, imageCoord + imageIncrement * vec2( 0, 2));\n"
99         "    vec4 t23 = texture2D(image, imageCoord + imageIncrement * vec2( 1, 2));\n"
100         "    vec4 t33 = texture2D(image, imageCoord + imageIncrement * vec2( 2, 2));\n"
101         "    vec4 t3 = cubicBlend(f.x, t03, t13, t23, t33);\n"
102         "    gl_FragColor = cubicBlend(f.y, t0, t1, t2, t3);\n"
103         "}\n";
104 
105     unsigned program = loadProgram(context, vertexShaderSource, fragmentShaderSource);
106     if (!program)
107         return 0;
108 
109     return new BicubicShader(context, program);
110 }
111 
use(const AffineTransform & transform,const AffineTransform & texTransform,const float coefficients[16],const float imageIncrement[2],float alpha)112 void BicubicShader::use(const AffineTransform& transform, const AffineTransform& texTransform, const float coefficients[16], const float imageIncrement[2], float alpha)
113 {
114     m_context->useProgram(m_program);
115     float matrix[9];
116     affineTo3x3(transform, matrix);
117     m_context->uniformMatrix3fv(m_matrixLocation, false /*transpose*/, matrix, 1 /*count*/);
118 
119     float texMatrix[9];
120     affineTo3x3(texTransform, texMatrix);
121     m_context->uniformMatrix3fv(m_texMatrixLocation, false /*transpose*/, texMatrix, 1 /*count*/);
122     m_context->uniformMatrix4fv(m_coefficientsLocation, false /*transpose*/, const_cast<float *>(coefficients), 1 /*count*/);
123 
124     m_context->uniform2f(m_imageIncrementLocation, imageIncrement[0], imageIncrement[1]);
125 
126     // For now, we always use texture unit 0. If that ever changes, we should
127     // expose this parameter to the caller.
128     m_context->uniform1i(m_imageLocation, 0);
129     m_context->uniform1f(m_alphaLocation, alpha);
130 
131     m_context->vertexAttribPointer(m_positionLocation, 2, GraphicsContext3D::FLOAT, false, 0, 0);
132 
133     m_context->enableVertexAttribArray(m_positionLocation);
134 }
135 
136 }
137 
138 #endif
139