#include "config.h"
#if ENABLE(ACCELERATED_2D_CANVAS)
#include "BicubicShader.h"
#include "GraphicsContext3D.h"
namespace WebCore {
BicubicShader::BicubicShader(GraphicsContext3D* context, unsigned program)
: Shader(context, program)
, m_matrixLocation(context->getUniformLocation(program, "matrix"))
, m_texMatrixLocation(context->getUniformLocation(program, "texMatrix"))
, m_coefficientsLocation(context->getUniformLocation(program, "coefficients"))
, m_imageIncrementLocation(context->getUniformLocation(program, "imageIncrement"))
, m_imageLocation(context->getUniformLocation(program, "image"))
, m_alphaLocation(context->getUniformLocation(program, "alpha"))
, m_positionLocation(context->getAttribLocation(program, "position"))
{
}
PassOwnPtr<BicubicShader> BicubicShader::create(GraphicsContext3D* context)
{
static const char* vertexShaderSource =
"uniform mat3 matrix;\n"
"uniform mat3 texMatrix;\n"
"attribute vec2 position;\n"
"varying vec2 texCoord;\n"
"void main() {\n"
" vec3 pos = vec3(position, 1.0);\n"
" texCoord = (texMatrix * pos).xy;\n"
" gl_Position = vec4(matrix * pos, 1.0);\n"
"}\n";
static const char* fragmentShaderSource =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D image;\n"
"uniform vec2 imageIncrement;\n"
"uniform mat4 coefficients;\n"
"uniform float alpha;\n"
"varying vec2 texCoord;\n"
"vec4 cubicBlend(float t, vec4 c0, vec4 c1, vec4 c2, vec4 c3) {\n"
" vec4 ts = vec4(1.0, t, t * t, t * t * t);\n"
" vec4 result = coefficients * ts;\n"
" return result.w * c0 + result.z * c1 + result.y * c2 + result.x * c3;\n"
"}\n"
"void main() {\n"
" vec2 imageCoord = texCoord;\n"
" vec2 f = fract(imageCoord / imageIncrement) - vec2(0.5, 0.5);\n"
" vec4 t00 = texture2D(image, imageCoord + imageIncrement * vec2(-1, -1));\n"
" vec4 t10 = texture2D(image, imageCoord + imageIncrement * vec2( 0, -1));\n"
" vec4 t20 = texture2D(image, imageCoord + imageIncrement * vec2( 1, -1));\n"
" vec4 t30 = texture2D(image, imageCoord + imageIncrement * vec2( 2, -1));\n"
" vec4 t0 = cubicBlend(f.x, t00, t10, t20, t30);\n"
" vec4 t01 = texture2D(image, imageCoord + imageIncrement * vec2(-1, 0));\n"
" vec4 t11 = texture2D(image, imageCoord + imageIncrement * vec2( 0, 0));\n"
" vec4 t21 = texture2D(image, imageCoord + imageIncrement * vec2( 1, 0));\n"
" vec4 t31 = texture2D(image, imageCoord + imageIncrement * vec2( 2, 0));\n"
" vec4 t1 = cubicBlend(f.x, t01, t11, t21, t31);\n"
" vec4 t02 = texture2D(image, imageCoord + imageIncrement * vec2(-1, 1));\n"
" vec4 t12 = texture2D(image, imageCoord + imageIncrement * vec2( 0, 1));\n"
" vec4 t22 = texture2D(image, imageCoord + imageIncrement * vec2( 1, 1));\n"
" vec4 t32 = texture2D(image, imageCoord + imageIncrement * vec2( 2, 1));\n"
" vec4 t2 = cubicBlend(f.x, t02, t12, t22, t32);\n"
" vec4 t03 = texture2D(image, imageCoord + imageIncrement * vec2(-1, 2));\n"
" vec4 t13 = texture2D(image, imageCoord + imageIncrement * vec2( 0, 2));\n"
" vec4 t23 = texture2D(image, imageCoord + imageIncrement * vec2( 1, 2));\n"
" vec4 t33 = texture2D(image, imageCoord + imageIncrement * vec2( 2, 2));\n"
" vec4 t3 = cubicBlend(f.x, t03, t13, t23, t33);\n"
" gl_FragColor = cubicBlend(f.y, t0, t1, t2, t3);\n"
"}\n";
unsigned program = loadProgram(context, vertexShaderSource, fragmentShaderSource);
if (!program)
return nullptr;
return adoptPtr(new BicubicShader(context, program));
}
void BicubicShader::use(const AffineTransform& transform, const AffineTransform& texTransform, const float coefficients[16], const float imageIncrement[2], float alpha)
{
m_context->useProgram(m_program);
float matrix[9];
affineTo3x3(transform, matrix);
m_context->uniformMatrix3fv(m_matrixLocation, false , matrix, 1 );
float texMatrix[9];
affineTo3x3(texTransform, texMatrix);
m_context->uniformMatrix3fv(m_texMatrixLocation, false , texMatrix, 1 );
m_context->uniformMatrix4fv(m_coefficientsLocation, false , const_cast<float *>(coefficients), 1 );
m_context->uniform2f(m_imageIncrementLocation, imageIncrement[0], imageIncrement[1]);
m_context->uniform1i(m_imageLocation, 0);
m_context->uniform1f(m_alphaLocation, alpha);
m_context->vertexAttribPointer(m_positionLocation, 2, GraphicsContext3D::FLOAT, false, 0, 0);
m_context->enableVertexAttribArray(m_positionLocation);
}
}
#endif