1 /*
2 * Copyright (C) 2012 Adobe Systems Incorporated. All rights reserved.
3 * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved.
4 * Copyright (C) 2013 Google Inc. All rights reserved.
5 *
6 * Redistribution and use in source and binary forms, with or without
7 * modification, are permitted provided that the following conditions
8 * are met:
9 *
10 * 1. Redistributions of source code must retain the above
11 * copyright notice, this list of conditions and the following
12 * disclaimer.
13 * 2. Redistributions in binary form must reproduce the above
14 * copyright notice, this list of conditions and the following
15 * disclaimer in the documentation and/or other materials
16 * provided with the distribution.
17 *
18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER “AS IS” AND ANY
19 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
21 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE
22 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
23 * OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
24 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
25 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
27 * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
28 * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
29 * SUCH DAMAGE.
30 */
31
32 #include "config.h"
33 #include "platform/graphics/filters/custom/FECustomFilter.h"
34
35 #include "platform/graphics/Extensions3D.h"
36 #include "platform/graphics/GraphicsContext3D.h"
37 #include "platform/graphics/filters/custom/CustomFilterRenderer.h"
38 #include "platform/graphics/filters/custom/CustomFilterValidatedProgram.h"
39 #include "platform/text/TextStream.h"
40 #include "wtf/Uint8ClampedArray.h"
41
42 namespace WebCore {
43
FECustomFilter(Filter * filter,PassRefPtr<GraphicsContext3D> context,PassRefPtr<CustomFilterValidatedProgram> validatedProgram,const CustomFilterParameterList & parameters,unsigned meshRows,unsigned meshColumns,CustomFilterMeshType meshType)44 FECustomFilter::FECustomFilter(Filter* filter, PassRefPtr<GraphicsContext3D> context, PassRefPtr<CustomFilterValidatedProgram> validatedProgram, const CustomFilterParameterList& parameters,
45 unsigned meshRows, unsigned meshColumns, CustomFilterMeshType meshType)
46 : FilterEffect(filter)
47 , m_context(context)
48 , m_validatedProgram(validatedProgram)
49 , m_inputTexture(0)
50 , m_frameBuffer(0)
51 , m_depthBuffer(0)
52 , m_destTexture(0)
53 , m_triedMultisampleBuffer(false)
54 , m_multisampleFrameBuffer(0)
55 , m_multisampleRenderBuffer(0)
56 , m_multisampleDepthBuffer(0)
57 {
58 // We will not pass a CustomFilterCompiledProgram here, as we only want to compile it when we actually need it in the first paint.
59 m_customFilterRenderer = CustomFilterRenderer::create(m_context, m_validatedProgram->programInfo().programType(), parameters, meshRows, meshColumns, meshType);
60 }
61
create(Filter * filter,PassRefPtr<GraphicsContext3D> context,PassRefPtr<CustomFilterValidatedProgram> validatedProgram,const CustomFilterParameterList & parameters,unsigned meshRows,unsigned meshColumns,CustomFilterMeshType meshType)62 PassRefPtr<FECustomFilter> FECustomFilter::create(Filter* filter, PassRefPtr<GraphicsContext3D> context, PassRefPtr<CustomFilterValidatedProgram> validatedProgram, const CustomFilterParameterList& parameters,
63 unsigned meshRows, unsigned meshColumns, CustomFilterMeshType meshType)
64 {
65 return adoptRef(new FECustomFilter(filter, context, validatedProgram, parameters, meshRows, meshColumns, meshType));
66 }
67
~FECustomFilter()68 FECustomFilter::~FECustomFilter()
69 {
70 deleteRenderBuffers();
71 }
72
deleteRenderBuffers()73 void FECustomFilter::deleteRenderBuffers()
74 {
75 ASSERT(m_context);
76 m_context->makeContextCurrent();
77 if (m_inputTexture) {
78 m_context->deleteTexture(m_inputTexture);
79 m_inputTexture = 0;
80 }
81 if (m_frameBuffer) {
82 // Make sure to unbind any framebuffer from the context first, otherwise
83 // some platforms might refuse to bind the same buffer id again.
84 m_context->bindFramebuffer(GL_FRAMEBUFFER, 0);
85 m_context->deleteFramebuffer(m_frameBuffer);
86 m_frameBuffer = 0;
87 }
88 if (m_depthBuffer) {
89 m_context->deleteRenderbuffer(m_depthBuffer);
90 m_depthBuffer = 0;
91 }
92 if (m_destTexture) {
93 m_context->deleteTexture(m_destTexture);
94 m_destTexture = 0;
95 }
96 deleteMultisampleRenderBuffers();
97 }
98
deleteMultisampleRenderBuffers()99 void FECustomFilter::deleteMultisampleRenderBuffers()
100 {
101 if (m_multisampleFrameBuffer) {
102 // Make sure to unbind any framebuffer from the context first, otherwise
103 // some platforms might refuse to bind the same buffer id again.
104 m_context->bindFramebuffer(GL_FRAMEBUFFER, 0);
105 m_context->deleteFramebuffer(m_multisampleFrameBuffer);
106 m_multisampleFrameBuffer = 0;
107 }
108 if (m_multisampleRenderBuffer) {
109 m_context->deleteRenderbuffer(m_multisampleRenderBuffer);
110 m_multisampleRenderBuffer = 0;
111 }
112 if (m_multisampleDepthBuffer) {
113 m_context->deleteRenderbuffer(m_multisampleDepthBuffer);
114 m_multisampleDepthBuffer = 0;
115 }
116 }
117
applySoftware()118 void FECustomFilter::applySoftware()
119 {
120 if (!applyShader())
121 clearShaderResult();
122 }
123
clearShaderResult()124 void FECustomFilter::clearShaderResult()
125 {
126 clearResult();
127 Uint8ClampedArray* dstPixelArray = createUnmultipliedImageResult();
128 if (!dstPixelArray)
129 return;
130
131 FilterEffect* in = inputEffect(0);
132 setIsAlphaImage(in->isAlphaImage());
133 IntRect effectDrawingRect = requestedRegionOfInputImageData(in->absolutePaintRect());
134 in->copyUnmultipliedImage(dstPixelArray, effectDrawingRect);
135 }
136
drawFilterMesh(Platform3DObject inputTexture)137 void FECustomFilter::drawFilterMesh(Platform3DObject inputTexture)
138 {
139 bool multisample = canUseMultisampleBuffers();
140 m_context->bindFramebuffer(GL_FRAMEBUFFER, multisample ? m_multisampleFrameBuffer : m_frameBuffer);
141 m_context->viewport(0, 0, m_contextSize.width(), m_contextSize.height());
142
143 m_context->clearColor(0, 0, 0, 0);
144 m_context->clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
145
146 m_customFilterRenderer->draw(inputTexture, m_contextSize);
147
148 if (multisample)
149 resolveMultisampleBuffer();
150 }
151
prepareForDrawing()152 bool FECustomFilter::prepareForDrawing()
153 {
154 m_context->makeContextCurrent();
155
156 // Lazily inject the compiled program into the CustomFilterRenderer.
157 if (!m_customFilterRenderer->compiledProgram())
158 m_customFilterRenderer->setCompiledProgram(m_validatedProgram->compiledProgram());
159
160 if (!m_customFilterRenderer->prepareForDrawing())
161 return false;
162
163 // Only allocate a texture if the program needs one and the caller doesn't allocate one by itself.
164 if ((m_customFilterRenderer->programNeedsInputTexture() && !ensureInputTexture()) || !ensureFrameBuffer())
165 return false;
166
167 return true;
168 }
169
applyShader()170 bool FECustomFilter::applyShader()
171 {
172 Uint8ClampedArray* dstPixelArray = m_customFilterRenderer->premultipliedAlpha() ? createPremultipliedImageResult() : createUnmultipliedImageResult();
173 if (!dstPixelArray)
174 return false;
175
176 if (!prepareForDrawing())
177 return false;
178
179 FilterEffect* in = inputEffect(0);
180 IntRect effectDrawingRect = requestedRegionOfInputImageData(in->absolutePaintRect());
181 IntSize newContextSize(effectDrawingRect.size());
182 if (!resizeContextIfNeeded(newContextSize))
183 return false;
184
185 bool needsInputTexture = m_customFilterRenderer->programNeedsInputTexture();
186 if (needsInputTexture) {
187 RefPtr<Uint8ClampedArray> srcPixelArray = in->asUnmultipliedImage(effectDrawingRect);
188 uploadInputTexture(srcPixelArray.get());
189 }
190 drawFilterMesh(needsInputTexture ? m_inputTexture : 0);
191
192 ASSERT(static_cast<size_t>(newContextSize.width() * newContextSize.height() * 4) == dstPixelArray->length());
193 m_context->readPixels(0, 0, newContextSize.width(), newContextSize.height(), GL_RGBA, GL_UNSIGNED_BYTE, dstPixelArray->data());
194
195 return true;
196 }
197
ensureInputTexture()198 bool FECustomFilter::ensureInputTexture()
199 {
200 if (!m_inputTexture)
201 m_inputTexture = m_context->createTexture();
202 return m_inputTexture;
203 }
204
uploadInputTexture(Uint8ClampedArray * srcPixelArray)205 void FECustomFilter::uploadInputTexture(Uint8ClampedArray* srcPixelArray)
206 {
207 m_context->bindTexture(GL_TEXTURE_2D, m_inputTexture);
208 m_context->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_contextSize.width(), m_contextSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, srcPixelArray->data());
209 }
210
ensureFrameBuffer()211 bool FECustomFilter::ensureFrameBuffer()
212 {
213 if (!m_frameBuffer)
214 m_frameBuffer = m_context->createFramebuffer();
215 if (!m_depthBuffer)
216 m_depthBuffer = m_context->createRenderbuffer();
217 if (!m_destTexture)
218 m_destTexture = m_context->createTexture();
219 return m_frameBuffer && m_depthBuffer && m_destTexture;
220 }
221
createMultisampleBuffer()222 bool FECustomFilter::createMultisampleBuffer()
223 {
224 ASSERT(!m_triedMultisampleBuffer);
225 m_triedMultisampleBuffer = true;
226
227 Extensions3D* extensions = m_context->extensions();
228 if (!extensions
229 || !extensions->supports("GL_ANGLE_framebuffer_multisample")
230 || !extensions->supports("GL_ANGLE_framebuffer_blit")
231 || !extensions->supports("GL_OES_rgb8_rgba8"))
232 return false;
233
234 extensions->ensureEnabled("GL_ANGLE_framebuffer_blit");
235 extensions->ensureEnabled("GL_ANGLE_framebuffer_multisample");
236 extensions->ensureEnabled("GL_OES_rgb8_rgba8");
237
238 if (!m_multisampleFrameBuffer)
239 m_multisampleFrameBuffer = m_context->createFramebuffer();
240 if (!m_multisampleRenderBuffer)
241 m_multisampleRenderBuffer = m_context->createRenderbuffer();
242 if (!m_multisampleDepthBuffer)
243 m_multisampleDepthBuffer = m_context->createRenderbuffer();
244
245 return true;
246 }
247
resolveMultisampleBuffer()248 void FECustomFilter::resolveMultisampleBuffer()
249 {
250 ASSERT(m_triedMultisampleBuffer && m_multisampleFrameBuffer && m_multisampleRenderBuffer && m_multisampleDepthBuffer);
251 m_context->bindFramebuffer(Extensions3D::READ_FRAMEBUFFER, m_multisampleFrameBuffer);
252 m_context->bindFramebuffer(Extensions3D::DRAW_FRAMEBUFFER, m_frameBuffer);
253
254 ASSERT(m_context->extensions());
255 m_context->extensions()->blitFramebuffer(0, 0, m_contextSize.width(), m_contextSize.height(), 0, 0, m_contextSize.width(), m_contextSize.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
256
257 m_context->bindFramebuffer(Extensions3D::READ_FRAMEBUFFER, 0);
258 m_context->bindFramebuffer(Extensions3D::DRAW_FRAMEBUFFER, 0);
259
260 m_context->bindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer);
261 }
262
canUseMultisampleBuffers() const263 bool FECustomFilter::canUseMultisampleBuffers() const
264 {
265 return m_triedMultisampleBuffer && m_multisampleFrameBuffer && m_multisampleRenderBuffer && m_multisampleDepthBuffer;
266 }
267
resizeMultisampleBuffers(const IntSize & newContextSize)268 bool FECustomFilter::resizeMultisampleBuffers(const IntSize& newContextSize)
269 {
270 if (!m_triedMultisampleBuffer && !createMultisampleBuffer())
271 return false;
272
273 if (!canUseMultisampleBuffers())
274 return false;
275
276 static const int kMaxSampleCount = 4;
277 int maxSupportedSampleCount = 0;
278 m_context->getIntegerv(Extensions3D::MAX_SAMPLES, &maxSupportedSampleCount);
279 int sampleCount = std::min(kMaxSampleCount, maxSupportedSampleCount);
280 if (!sampleCount) {
281 deleteMultisampleRenderBuffers();
282 return false;
283 }
284
285 Extensions3D* extensions = m_context->extensions();
286 ASSERT(extensions);
287
288 m_context->bindFramebuffer(GL_FRAMEBUFFER, m_multisampleFrameBuffer);
289
290 m_context->bindRenderbuffer(GL_RENDERBUFFER, m_multisampleRenderBuffer);
291 extensions->renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, Extensions3D::RGBA8_OES, newContextSize.width(), newContextSize.height());
292 m_context->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_multisampleRenderBuffer);
293
294 m_context->bindRenderbuffer(GL_RENDERBUFFER, m_multisampleDepthBuffer);
295 extensions->renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_DEPTH_COMPONENT16, newContextSize.width(), newContextSize.height());
296 m_context->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_multisampleDepthBuffer);
297
298 m_context->bindRenderbuffer(GL_RENDERBUFFER, 0);
299
300 if (m_context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
301 deleteMultisampleRenderBuffers();
302 return false;
303 }
304
305 return true;
306 }
307
resizeContextIfNeeded(const IntSize & newContextSize)308 bool FECustomFilter::resizeContextIfNeeded(const IntSize& newContextSize)
309 {
310 if (newContextSize.isEmpty())
311 return false;
312 if (m_contextSize == newContextSize)
313 return true;
314
315 int maxTextureSize = 0;
316 m_context->getIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
317 if (newContextSize.height() > maxTextureSize || newContextSize.width() > maxTextureSize)
318 return false;
319
320 return resizeContext(newContextSize);
321 }
322
resizeContext(const IntSize & newContextSize)323 bool FECustomFilter::resizeContext(const IntSize& newContextSize)
324 {
325 bool multisample = resizeMultisampleBuffers(newContextSize);
326
327 m_context->bindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer);
328 m_context->bindTexture(GL_TEXTURE_2D, m_destTexture);
329 // We are going to clear the output buffer anyway, so we can safely initialize the destination texture with garbage data.
330 // FIXME: GraphicsContext3D::texImage2DDirect is not implemented on Chromium.
331 m_context->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, newContextSize.width(), newContextSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
332 m_context->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_destTexture, 0);
333
334 // We don't need the depth buffer for the texture framebuffer, if we already
335 // have a multisample buffer.
336 if (!multisample) {
337 m_context->bindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer);
338 m_context->renderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, newContextSize.width(), newContextSize.height());
339 m_context->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer);
340 }
341
342 if (m_context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
343 return false;
344
345 if (multisample) {
346 // Clear the framebuffer first, otherwise the first blit will fail.
347 m_context->clearColor(0, 0, 0, 0);
348 m_context->clear(GL_COLOR_BUFFER_BIT);
349 }
350
351 m_context->bindRenderbuffer(GL_RENDERBUFFER, 0);
352
353 m_contextSize = newContextSize;
354 return true;
355 }
356
externalRepresentation(TextStream & ts,int indent) const357 TextStream& FECustomFilter::externalRepresentation(TextStream& ts, int indent) const
358 {
359 writeIndent(ts, indent);
360 ts << "[feCustomFilter";
361 FilterEffect::externalRepresentation(ts);
362 ts << "]\n";
363 inputEffect(0)->externalRepresentation(ts, indent + 1);
364 return ts;
365 }
366
367 } // namespace WebCore
368