blob: 55a135c39747498736aa6aedc7546751581965b8 [file] [log] [blame]
/*
Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
Copyright (C) 2012 Igalia S.L.
Copyright (C) 2012 Adobe Systems Incorporated
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 "TextureMapperGL.h"
#if USE(TEXTURE_MAPPER_GL)
#include "BitmapTextureGL.h"
#include "BitmapTexturePool.h"
#include "Extensions3D.h"
#include "FilterOperations.h"
#include "GraphicsContext.h"
#include "Image.h"
#include "LengthFunctions.h"
#include "NotImplemented.h"
#include "TextureMapperShaderProgram.h"
#include "Timer.h"
#include <wtf/HashMap.h>
#include <wtf/NeverDestroyed.h>
#include <wtf/PassRefPtr.h>
#include <wtf/RefCounted.h>
#include <wtf/TemporaryChange.h>
#if USE(CAIRO)
#include "CairoUtilities.h"
#include "RefPtrCairo.h"
#include <cairo.h>
#include <wtf/text/CString.h>
#endif
namespace WebCore {
class TextureMapperGLData {
WTF_MAKE_FAST_ALLOCATED;
public:
explicit TextureMapperGLData(GraphicsContext3D&);
~TextureMapperGLData();
void initializeStencil();
Platform3DObject getStaticVBO(GC3Denum target, GC3Dsizeiptr, const void* data);
Ref<TextureMapperShaderProgram> getShaderProgram(TextureMapperShaderProgram::Options);
TransformationMatrix projectionMatrix;
TextureMapper::PaintFlags PaintFlags { 0 };
GC3Dint previousProgram { 0 };
GC3Dint targetFrameBuffer { 0 };
bool didModifyStencil { false };
GC3Dint previousScissorState { 0 };
GC3Dint previousDepthState { 0 };
GC3Dint viewport[4] { 0, };
GC3Dint previousScissor[4] { 0, };
RefPtr<BitmapTexture> currentSurface;
const BitmapTextureGL::FilterInfo* filterInfo { nullptr };
private:
class SharedGLData : public RefCounted<SharedGLData> {
public:
static Ref<SharedGLData> currentSharedGLData(GraphicsContext3D& context)
{
RefPtr<SharedGLData> data;
auto addResult = contextDataMap().add(context.platformGraphicsContext3D(), nullptr);
if (addResult.isNewEntry) {
data = adoptRef(new SharedGLData(context));
addResult.iterator->value = data.get();
} else
data = addResult.iterator->value;
return *data;
}
~SharedGLData()
{
ASSERT(std::any_of(contextDataMap().begin(), contextDataMap().end(),
[this](GLContextDataMap::KeyValuePairType& entry) { return entry.value == this; }));
contextDataMap().removeIf([this] (GLContextDataMap::KeyValuePairType& entry) { return entry.value == this; });
}
private:
friend class TextureMapperGLData;
using GLContextDataMap = HashMap<PlatformGraphicsContext3D, SharedGLData*>;
static GLContextDataMap& contextDataMap()
{
static NeverDestroyed<GLContextDataMap> map;
return map;
}
explicit SharedGLData(GraphicsContext3D& context)
{
contextDataMap().add(context.platformGraphicsContext3D(), this);
}
HashMap<TextureMapperShaderProgram::Options, RefPtr<TextureMapperShaderProgram>> m_programs;
};
GraphicsContext3D& m_context;
Ref<SharedGLData> m_sharedGLData;
HashMap<const void*, Platform3DObject> m_vbos;
};
TextureMapperGLData::TextureMapperGLData(GraphicsContext3D& context)
: m_context(context)
, m_sharedGLData(SharedGLData::currentSharedGLData(m_context))
{
}
TextureMapperGLData::~TextureMapperGLData()
{
for (auto& entry : m_vbos)
m_context.deleteBuffer(entry.value);
}
void TextureMapperGLData::initializeStencil()
{
if (currentSurface) {
static_cast<BitmapTextureGL*>(currentSurface.get())->initializeStencil();
return;
}
if (didModifyStencil)
return;
m_context.clearStencil(0);
m_context.clear(GraphicsContext3D::STENCIL_BUFFER_BIT);
didModifyStencil = true;
}
Platform3DObject TextureMapperGLData::getStaticVBO(GC3Denum target, GC3Dsizeiptr size, const void* data)
{
auto addResult = m_vbos.ensure(data,
[this, target, size, data] {
Platform3DObject vbo = m_context.createBuffer();
m_context.bindBuffer(target, vbo);
m_context.bufferData(target, size, data, GraphicsContext3D::STATIC_DRAW);
return vbo;
});
return addResult.iterator->value;
}
Ref<TextureMapperShaderProgram> TextureMapperGLData::getShaderProgram(TextureMapperShaderProgram::Options options)
{
auto addResult = m_sharedGLData->m_programs.ensure(options,
[this, options] { return TextureMapperShaderProgram::create(Ref<GraphicsContext3D>(m_context), options); });
return *addResult.iterator->value;
}
TextureMapperGL::TextureMapperGL()
: m_enableEdgeDistanceAntialiasing(false)
{
m_context3D = GraphicsContext3D::createForCurrentGLContext();
ASSERT(m_context3D);
m_data = new TextureMapperGLData(*m_context3D);
#if USE(TEXTURE_MAPPER_GL)
m_texturePool = std::make_unique<BitmapTexturePool>(m_context3D.copyRef());
#endif
}
ClipStack& TextureMapperGL::clipStack()
{
return data().currentSurface ? toBitmapTextureGL(data().currentSurface.get())->clipStack() : m_clipStack;
}
void TextureMapperGL::beginPainting(PaintFlags flags)
{
m_context3D->getIntegerv(GraphicsContext3D::CURRENT_PROGRAM, &data().previousProgram);
data().previousScissorState = m_context3D->isEnabled(GraphicsContext3D::SCISSOR_TEST);
data().previousDepthState = m_context3D->isEnabled(GraphicsContext3D::DEPTH_TEST);
m_context3D->disable(GraphicsContext3D::DEPTH_TEST);
m_context3D->enable(GraphicsContext3D::SCISSOR_TEST);
data().didModifyStencil = false;
m_context3D->depthMask(0);
m_context3D->getIntegerv(GraphicsContext3D::VIEWPORT, data().viewport);
m_context3D->getIntegerv(GraphicsContext3D::SCISSOR_BOX, data().previousScissor);
m_clipStack.reset(IntRect(0, 0, data().viewport[2], data().viewport[3]), flags & PaintingMirrored ? ClipStack::YAxisMode::Default : ClipStack::YAxisMode::Inverted);
m_context3D->getIntegerv(GraphicsContext3D::FRAMEBUFFER_BINDING, &data().targetFrameBuffer);
data().PaintFlags = flags;
bindSurface(0);
}
void TextureMapperGL::endPainting()
{
if (data().didModifyStencil) {
m_context3D->clearStencil(1);
m_context3D->clear(GraphicsContext3D::STENCIL_BUFFER_BIT);
}
m_context3D->useProgram(data().previousProgram);
m_context3D->scissor(data().previousScissor[0], data().previousScissor[1], data().previousScissor[2], data().previousScissor[3]);
if (data().previousScissorState)
m_context3D->enable(GraphicsContext3D::SCISSOR_TEST);
else
m_context3D->disable(GraphicsContext3D::SCISSOR_TEST);
if (data().previousDepthState)
m_context3D->enable(GraphicsContext3D::DEPTH_TEST);
else
m_context3D->disable(GraphicsContext3D::DEPTH_TEST);
}
void TextureMapperGL::drawBorder(const Color& color, float width, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix)
{
if (clipStack().isCurrentScissorBoxEmpty())
return;
RefPtr<TextureMapperShaderProgram> program = data().getShaderProgram(TextureMapperShaderProgram::SolidColor);
m_context3D->useProgram(program->programID());
float r, g, b, a;
Color(premultipliedARGBFromColor(color)).getRGBA(r, g, b, a);
m_context3D->uniform4f(program->colorLocation(), r, g, b, a);
m_context3D->lineWidth(width);
draw(targetRect, modelViewMatrix, program.get(), GraphicsContext3D::LINE_LOOP, color.hasAlpha() ? ShouldBlend : 0);
}
// FIXME: drawNumber() should save a number texture-atlas and re-use whenever possible.
void TextureMapperGL::drawNumber(int number, const Color& color, const FloatPoint& targetPoint, const TransformationMatrix& modelViewMatrix)
{
int pointSize = 8;
#if USE(CAIRO)
CString counterString = String::number(number).ascii();
// cairo_text_extents() requires a cairo_t, so dimensions need to be guesstimated.
int width = counterString.length() * pointSize * 1.2;
int height = pointSize * 1.5;
cairo_surface_t* surface = cairo_image_surface_create(CAIRO_FORMAT_ARGB32, width, height);
cairo_t* cr = cairo_create(surface);
float r, g, b, a;
color.getRGBA(r, g, b, a);
cairo_set_source_rgba(cr, b, g, r, a); // Since we won't swap R+B when uploading a texture, paint with the swapped R+B color.
cairo_rectangle(cr, 0, 0, width, height);
cairo_fill(cr);
cairo_select_font_face(cr, "Monospace", CAIRO_FONT_SLANT_NORMAL, CAIRO_FONT_WEIGHT_BOLD);
cairo_set_font_size(cr, pointSize);
cairo_set_source_rgb(cr, 1, 1, 1);
cairo_move_to(cr, 2, pointSize);
cairo_show_text(cr, counterString.data());
IntSize size(width, height);
IntRect sourceRect(IntPoint::zero(), size);
IntRect targetRect(roundedIntPoint(targetPoint), size);
RefPtr<BitmapTexture> texture = acquireTextureFromPool(size);
const unsigned char* bits = cairo_image_surface_get_data(surface);
int stride = cairo_image_surface_get_stride(surface);
static_cast<BitmapTextureGL*>(texture.get())->updateContentsNoSwizzle(bits, sourceRect, IntPoint::zero(), stride);
drawTexture(*texture, targetRect, modelViewMatrix, 1.0f, AllEdges);
cairo_surface_destroy(surface);
cairo_destroy(cr);
#else
UNUSED_PARAM(number);
UNUSED_PARAM(pointSize);
UNUSED_PARAM(targetPoint);
UNUSED_PARAM(modelViewMatrix);
notImplemented();
#endif
}
static TextureMapperShaderProgram::Options optionsForFilterType(FilterOperation::OperationType type, unsigned pass)
{
switch (type) {
case FilterOperation::GRAYSCALE:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::GrayscaleFilter;
case FilterOperation::SEPIA:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::SepiaFilter;
case FilterOperation::SATURATE:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::SaturateFilter;
case FilterOperation::HUE_ROTATE:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::HueRotateFilter;
case FilterOperation::INVERT:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::InvertFilter;
case FilterOperation::BRIGHTNESS:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::BrightnessFilter;
case FilterOperation::CONTRAST:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::ContrastFilter;
case FilterOperation::OPACITY:
return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::OpacityFilter;
case FilterOperation::BLUR:
return TextureMapperShaderProgram::BlurFilter;
case FilterOperation::DROP_SHADOW:
return TextureMapperShaderProgram::AlphaBlur
| (pass ? TextureMapperShaderProgram::ContentTexture | TextureMapperShaderProgram::SolidColor: 0);
default:
ASSERT_NOT_REACHED();
return 0;
}
}
// Create a normal distribution of 21 values between -2 and 2.
static const unsigned GaussianKernelHalfWidth = 11;
static const float GaussianKernelStep = 0.2;
static inline float gauss(float x)
{
return exp(-(x * x) / 2.);
}
static float* gaussianKernel()
{
static bool prepared = false;
static float kernel[GaussianKernelHalfWidth] = {0, };
if (prepared)
return kernel;
kernel[0] = gauss(0);
float sum = kernel[0];
for (unsigned i = 1; i < GaussianKernelHalfWidth; ++i) {
kernel[i] = gauss(i * GaussianKernelStep);
sum += 2 * kernel[i];
}
// Normalize the kernel.
float scale = 1 / sum;
for (unsigned i = 0; i < GaussianKernelHalfWidth; ++i)
kernel[i] *= scale;
prepared = true;
return kernel;
}
static void prepareFilterProgram(TextureMapperShaderProgram* program, const FilterOperation& operation, unsigned pass, const IntSize& size, GC3Duint contentTexture)
{
Ref<GraphicsContext3D> context = program->context();
context->useProgram(program->programID());
switch (operation.type()) {
case FilterOperation::GRAYSCALE:
case FilterOperation::SEPIA:
case FilterOperation::SATURATE:
case FilterOperation::HUE_ROTATE:
context->uniform1f(program->filterAmountLocation(), static_cast<const BasicColorMatrixFilterOperation&>(operation).amount());
break;
case FilterOperation::INVERT:
case FilterOperation::BRIGHTNESS:
case FilterOperation::CONTRAST:
case FilterOperation::OPACITY:
context->uniform1f(program->filterAmountLocation(), static_cast<const BasicComponentTransferFilterOperation&>(operation).amount());
break;
case FilterOperation::BLUR: {
const BlurFilterOperation& blur = static_cast<const BlurFilterOperation&>(operation);
FloatSize radius;
// Blur is done in two passes, first horizontally and then vertically. The same shader is used for both.
if (pass)
radius.setHeight(floatValueForLength(blur.stdDeviation(), size.height()) / size.height());
else
radius.setWidth(floatValueForLength(blur.stdDeviation(), size.width()) / size.width());
context->uniform2f(program->blurRadiusLocation(), radius.width(), radius.height());
context->uniform1fv(program->gaussianKernelLocation(), GaussianKernelHalfWidth, gaussianKernel());
break;
}
case FilterOperation::DROP_SHADOW: {
const DropShadowFilterOperation& shadow = static_cast<const DropShadowFilterOperation&>(operation);
context->uniform1fv(program->gaussianKernelLocation(), GaussianKernelHalfWidth, gaussianKernel());
switch (pass) {
case 0:
// First pass: horizontal alpha blur.
context->uniform2f(program->blurRadiusLocation(), shadow.stdDeviation() / float(size.width()), 0);
context->uniform2f(program->shadowOffsetLocation(), float(shadow.location().x()) / float(size.width()), float(shadow.location().y()) / float(size.height()));
break;
case 1:
// Second pass: we need the shadow color and the content texture for compositing.
float r, g, b, a;
Color(premultipliedARGBFromColor(shadow.color())).getRGBA(r, g, b, a);
context->uniform4f(program->colorLocation(), r, g, b, a);
context->uniform2f(program->blurRadiusLocation(), 0, shadow.stdDeviation() / float(size.height()));
context->uniform2f(program->shadowOffsetLocation(), 0, 0);
context->activeTexture(GraphicsContext3D::TEXTURE1);
context->bindTexture(GraphicsContext3D::TEXTURE_2D, contentTexture);
context->uniform1i(program->contentTextureLocation(), 1);
break;
}
break;
}
default:
break;
}
}
void TextureMapperGL::drawTexture(const BitmapTexture& texture, const FloatRect& targetRect, const TransformationMatrix& matrix, float opacity, unsigned exposedEdges)
{
if (!texture.isValid())
return;
if (clipStack().isCurrentScissorBoxEmpty())
return;
const BitmapTextureGL& textureGL = static_cast<const BitmapTextureGL&>(texture);
TemporaryChange<const BitmapTextureGL::FilterInfo*> filterInfo(data().filterInfo, textureGL.filterInfo());
drawTexture(textureGL.id(), textureGL.isOpaque() ? 0 : ShouldBlend, textureGL.size(), targetRect, matrix, opacity, exposedEdges);
}
void TextureMapperGL::drawTexture(Platform3DObject texture, Flags flags, const IntSize& textureSize, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix, float opacity, unsigned exposedEdges)
{
bool useRect = flags & ShouldUseARBTextureRect;
bool useAntialiasing = m_enableEdgeDistanceAntialiasing
&& exposedEdges == AllEdges
&& !modelViewMatrix.mapQuad(targetRect).isRectilinear();
TextureMapperShaderProgram::Options options = TextureMapperShaderProgram::Texture;
if (useRect)
options |= TextureMapperShaderProgram::Rect;
if (opacity < 1)
options |= TextureMapperShaderProgram::Opacity;
if (useAntialiasing) {
options |= TextureMapperShaderProgram::Antialiasing;
flags |= ShouldAntialias;
}
RefPtr<FilterOperation> filter = data().filterInfo ? data().filterInfo->filter: 0;
GC3Duint filterContentTextureID = 0;
if (filter) {
if (data().filterInfo->contentTexture)
filterContentTextureID = toBitmapTextureGL(data().filterInfo->contentTexture.get())->id();
options |= optionsForFilterType(filter->type(), data().filterInfo->pass);
if (filter->affectsOpacity())
flags |= ShouldBlend;
}
if (useAntialiasing || opacity < 1)
flags |= ShouldBlend;
RefPtr<TextureMapperShaderProgram> program = data().getShaderProgram(options);
if (filter)
prepareFilterProgram(program.get(), *filter.get(), data().filterInfo->pass, textureSize, filterContentTextureID);
drawTexturedQuadWithProgram(program.get(), texture, flags, textureSize, targetRect, modelViewMatrix, opacity);
}
void TextureMapperGL::drawSolidColor(const FloatRect& rect, const TransformationMatrix& matrix, const Color& color)
{
Flags flags = 0;
TextureMapperShaderProgram::Options options = TextureMapperShaderProgram::SolidColor;
if (!matrix.mapQuad(rect).isRectilinear()) {
options |= TextureMapperShaderProgram::Antialiasing;
flags |= ShouldBlend | ShouldAntialias;
}
RefPtr<TextureMapperShaderProgram> program = data().getShaderProgram(options);
m_context3D->useProgram(program->programID());
float r, g, b, a;
Color(premultipliedARGBFromColor(color)).getRGBA(r, g, b, a);
m_context3D->uniform4f(program->colorLocation(), r, g, b, a);
if (a < 1)
flags |= ShouldBlend;
draw(rect, matrix, program.get(), GraphicsContext3D::TRIANGLE_FAN, flags);
}
void TextureMapperGL::drawEdgeTriangles(TextureMapperShaderProgram* program)
{
const GC3Dfloat left = 0;
const GC3Dfloat top = 0;
const GC3Dfloat right = 1;
const GC3Dfloat bottom = 1;
const GC3Dfloat center = 0.5;
// Each 4d triangle consists of a center point and two edge points, where the zw coordinates
// of each vertex equals the nearest point to the vertex on the edge.
#define SIDE_TRIANGLE_DATA(x1, y1, x2, y2) \
x1, y1, x1, y1, \
x2, y2, x2, y2, \
center, center, (x1 + x2) / 2, (y1 + y2) / 2
static const GC3Dfloat unitRectSideTriangles[] = {
SIDE_TRIANGLE_DATA(left, top, right, top),
SIDE_TRIANGLE_DATA(left, top, left, bottom),
SIDE_TRIANGLE_DATA(right, top, right, bottom),
SIDE_TRIANGLE_DATA(left, bottom, right, bottom)
};
#undef SIDE_TRIANGLE_DATA
Platform3DObject vbo = data().getStaticVBO(GraphicsContext3D::ARRAY_BUFFER, sizeof(GC3Dfloat) * 48, unitRectSideTriangles);
m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, vbo);
m_context3D->vertexAttribPointer(program->vertexLocation(), 4, GraphicsContext3D::FLOAT, false, 0, 0);
m_context3D->drawArrays(GraphicsContext3D::TRIANGLES, 0, 12);
m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0);
}
void TextureMapperGL::drawUnitRect(TextureMapperShaderProgram* program, GC3Denum drawingMode)
{
static const GC3Dfloat unitRect[] = { 0, 0, 1, 0, 1, 1, 0, 1 };
Platform3DObject vbo = data().getStaticVBO(GraphicsContext3D::ARRAY_BUFFER, sizeof(GC3Dfloat) * 8, unitRect);
m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, vbo);
m_context3D->vertexAttribPointer(program->vertexLocation(), 2, GraphicsContext3D::FLOAT, false, 0, 0);
m_context3D->drawArrays(drawingMode, 0, 4);
m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0);
}
void TextureMapperGL::draw(const FloatRect& rect, const TransformationMatrix& modelViewMatrix, TextureMapperShaderProgram* shaderProgram, GC3Denum drawingMode, Flags flags)
{
TransformationMatrix matrix(modelViewMatrix);
matrix.multiply(TransformationMatrix::rectToRect(FloatRect(0, 0, 1, 1), rect));
m_context3D->enableVertexAttribArray(shaderProgram->vertexLocation());
shaderProgram->setMatrix(shaderProgram->modelViewMatrixLocation(), matrix);
shaderProgram->setMatrix(shaderProgram->projectionMatrixLocation(), data().projectionMatrix);
if (isInMaskMode()) {
m_context3D->blendFunc(GraphicsContext3D::ZERO, GraphicsContext3D::SRC_ALPHA);
m_context3D->enable(GraphicsContext3D::BLEND);
} else {
if (flags & ShouldBlend) {
m_context3D->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA);
m_context3D->enable(GraphicsContext3D::BLEND);
} else
m_context3D->disable(GraphicsContext3D::BLEND);
}
if (flags & ShouldAntialias)
drawEdgeTriangles(shaderProgram);
else
drawUnitRect(shaderProgram, drawingMode);
m_context3D->disableVertexAttribArray(shaderProgram->vertexLocation());
m_context3D->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA);
m_context3D->enable(GraphicsContext3D::BLEND);
}
void TextureMapperGL::drawTexturedQuadWithProgram(TextureMapperShaderProgram* program, uint32_t texture, Flags flags, const IntSize& size, const FloatRect& rect, const TransformationMatrix& modelViewMatrix, float opacity)
{
m_context3D->useProgram(program->programID());
m_context3D->activeTexture(GraphicsContext3D::TEXTURE0);
GC3Denum target = flags & ShouldUseARBTextureRect ? GC3Denum(Extensions3D::TEXTURE_RECTANGLE_ARB) : GC3Denum(GraphicsContext3D::TEXTURE_2D);
m_context3D->bindTexture(target, texture);
m_context3D->uniform1i(program->samplerLocation(), 0);
if (wrapMode() == RepeatWrap) {
m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::REPEAT);
m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::REPEAT);
}
TransformationMatrix patternTransform = this->patternTransform();
if (flags & ShouldFlipTexture)
patternTransform.flipY();
if (flags & ShouldUseARBTextureRect)
patternTransform.scaleNonUniform(size.width(), size.height());
if (flags & ShouldFlipTexture)
patternTransform.translate(0, -1);
program->setMatrix(program->textureSpaceMatrixLocation(), patternTransform);
m_context3D->uniform1f(program->opacityLocation(), opacity);
if (opacity < 1)
flags |= ShouldBlend;
draw(rect, modelViewMatrix, program, GraphicsContext3D::TRIANGLE_FAN, flags);
m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);
}
void TextureMapperGL::drawFiltered(const BitmapTexture& sampler, const BitmapTexture* contentTexture, const FilterOperation& filter, int pass)
{
// For standard filters, we always draw the whole texture without transformations.
TextureMapperShaderProgram::Options options = optionsForFilterType(filter.type(), pass);
RefPtr<TextureMapperShaderProgram> program = data().getShaderProgram(options);
ASSERT(program);
prepareFilterProgram(program.get(), filter, pass, sampler.contentSize(), contentTexture ? static_cast<const BitmapTextureGL*>(contentTexture)->id() : 0);
FloatRect targetRect(IntPoint::zero(), sampler.contentSize());
drawTexturedQuadWithProgram(program.get(), static_cast<const BitmapTextureGL&>(sampler).id(), 0, IntSize(1, 1), targetRect, TransformationMatrix(), 1);
}
static inline TransformationMatrix createProjectionMatrix(const IntSize& size, bool mirrored)
{
const float nearValue = 9999999;
const float farValue = -99999;
return TransformationMatrix(2.0 / float(size.width()), 0, 0, 0,
0, (mirrored ? 2.0 : -2.0) / float(size.height()), 0, 0,
0, 0, -2.f / (farValue - nearValue), 0,
-1, mirrored ? -1 : 1, -(farValue + nearValue) / (farValue - nearValue), 1);
}
TextureMapperGL::~TextureMapperGL()
{
delete m_data;
}
void TextureMapperGL::bindDefaultSurface()
{
m_context3D->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, data().targetFrameBuffer);
auto& viewport = data().viewport;
data().projectionMatrix = createProjectionMatrix(IntSize(viewport[2], viewport[3]), data().PaintFlags & PaintingMirrored);
m_context3D->viewport(viewport[0], viewport[1], viewport[2], viewport[3]);
m_clipStack.apply(*m_context3D);
data().currentSurface = nullptr;
}
void TextureMapperGL::bindSurface(BitmapTexture *surface)
{
if (!surface) {
bindDefaultSurface();
return;
}
static_cast<BitmapTextureGL*>(surface)->bindAsSurface(m_context3D.get());
data().projectionMatrix = createProjectionMatrix(surface->size(), true /* mirrored */);
data().currentSurface = surface;
}
BitmapTexture* TextureMapperGL::currentSurface()
{
return data().currentSurface.get();
}
bool TextureMapperGL::beginScissorClip(const TransformationMatrix& modelViewMatrix, const FloatRect& targetRect)
{
// 3D transforms are currently not supported in scissor clipping
// resulting in cropped surfaces when z>0.
if (!modelViewMatrix.isAffine())
return false;
FloatQuad quad = modelViewMatrix.projectQuad(targetRect);
IntRect rect = quad.enclosingBoundingBox();
// Only use scissors on rectilinear clips.
if (!quad.isRectilinear() || rect.isEmpty())
return false;
clipStack().intersect(rect);
clipStack().applyIfNeeded(*m_context3D);
return true;
}
void TextureMapperGL::beginClip(const TransformationMatrix& modelViewMatrix, const FloatRect& targetRect)
{
clipStack().push();
if (beginScissorClip(modelViewMatrix, targetRect))
return;
data().initializeStencil();
RefPtr<TextureMapperShaderProgram> program = data().getShaderProgram(TextureMapperShaderProgram::SolidColor);
m_context3D->useProgram(program->programID());
m_context3D->enableVertexAttribArray(program->vertexLocation());
const GC3Dfloat unitRect[] = {0, 0, 1, 0, 1, 1, 0, 1};
m_context3D->vertexAttribPointer(program->vertexLocation(), 2, GraphicsContext3D::FLOAT, false, 0, GC3Dintptr(unitRect));
TransformationMatrix matrix(modelViewMatrix);
matrix.multiply(TransformationMatrix::rectToRect(FloatRect(0, 0, 1, 1), targetRect));
static const TransformationMatrix fullProjectionMatrix = TransformationMatrix::rectToRect(FloatRect(0, 0, 1, 1), FloatRect(-1, -1, 2, 2));
int stencilIndex = clipStack().getStencilIndex();
m_context3D->enable(GraphicsContext3D::STENCIL_TEST);
// Make sure we don't do any actual drawing.
m_context3D->stencilFunc(GraphicsContext3D::NEVER, stencilIndex, stencilIndex);
// Operate only on the stencilIndex and above.
m_context3D->stencilMask(0xff & ~(stencilIndex - 1));
// First clear the entire buffer at the current index.
program->setMatrix(program->projectionMatrixLocation(), fullProjectionMatrix);
program->setMatrix(program->modelViewMatrixLocation(), TransformationMatrix());
m_context3D->stencilOp(GraphicsContext3D::ZERO, GraphicsContext3D::ZERO, GraphicsContext3D::ZERO);
m_context3D->drawArrays(GraphicsContext3D::TRIANGLE_FAN, 0, 4);
// Now apply the current index to the new quad.
m_context3D->stencilOp(GraphicsContext3D::REPLACE, GraphicsContext3D::REPLACE, GraphicsContext3D::REPLACE);
program->setMatrix(program->projectionMatrixLocation(), data().projectionMatrix);
program->setMatrix(program->modelViewMatrixLocation(), matrix);
m_context3D->drawArrays(GraphicsContext3D::TRIANGLE_FAN, 0, 4);
// Clear the state.
m_context3D->disableVertexAttribArray(program->vertexLocation());
m_context3D->stencilMask(0);
// Increase stencilIndex and apply stencil testing.
clipStack().setStencilIndex(stencilIndex * 2);
clipStack().applyIfNeeded(*m_context3D);
}
void TextureMapperGL::endClip()
{
clipStack().pop();
clipStack().applyIfNeeded(*m_context3D);
}
IntRect TextureMapperGL::clipBounds()
{
return clipStack().current().scissorBox;
}
PassRefPtr<BitmapTexture> TextureMapperGL::createTexture()
{
BitmapTextureGL* texture = new BitmapTextureGL(m_context3D);
return adoptRef(texture);
}
std::unique_ptr<TextureMapper> TextureMapper::platformCreateAccelerated()
{
return std::make_unique<TextureMapperGL>();
}
};
#endif // USE(TEXTURE_MAPPER_GL)