diff options
Diffstat (limited to 'Build/source/libs/cairo/cairo-1.14.2/src/cairo-gl-shaders.c')
-rw-r--r-- | Build/source/libs/cairo/cairo-1.14.2/src/cairo-gl-shaders.c | 1093 |
1 files changed, 1093 insertions, 0 deletions
diff --git a/Build/source/libs/cairo/cairo-1.14.2/src/cairo-gl-shaders.c b/Build/source/libs/cairo/cairo-1.14.2/src/cairo-gl-shaders.c new file mode 100644 index 00000000000..27106066650 --- /dev/null +++ b/Build/source/libs/cairo/cairo-1.14.2/src/cairo-gl-shaders.c @@ -0,0 +1,1093 @@ +/* cairo - a vector graphics library with display and print output + * + * Copyright © 2009 T. Zachary Laine + * Copyright © 2010 Eric Anholt + * Copyright © 2010 Red Hat, Inc + * Copyright © 2010 Linaro Limited + * + * This library is free software; you can redistribute it and/or + * modify it either under the terms of the GNU Lesser General Public + * License version 2.1 as published by the Free Software Foundation + * (the "LGPL") or, at your option, under the terms of the Mozilla + * Public License Version 1.1 (the "MPL"). If you do not alter this + * notice, a recipient may use your version of this file under either + * the MPL or the LGPL. + * + * You should have received a copy of the LGPL along with this library + * in the file COPYING-LGPL-2.1; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Suite 500, Boston, MA 02110-1335, USA + * You should have received a copy of the MPL along with this library + * in the file COPYING-MPL-1.1 + * + * The contents of this file are subject to the Mozilla Public License + * Version 1.1 (the "License"); you may not use this file except in + * compliance with the License. You may obtain a copy of the License at + * http://www.mozilla.org/MPL/ + * + * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY + * OF ANY KIND, either express or implied. See the LGPL or the MPL for + * the specific language governing rights and limitations. + * + * The Original Code is the cairo graphics library. + * + * The Initial Developer of the Original Code is T. Zachary Laine. + * + * Contributor(s): + * Benjamin Otte <otte@gnome.org> + * Eric Anholt <eric@anholt.net> + * T. Zachary Laine <whatwasthataddress@gmail.com> + * Alexandros Frantzis <alexandros.frantzis@linaro.org> + */ + +#include "cairoint.h" +#include "cairo-gl-private.h" +#include "cairo-error-private.h" +#include "cairo-output-stream-private.h" + +static cairo_status_t +_cairo_gl_shader_compile_and_link (cairo_gl_context_t *ctx, + cairo_gl_shader_t *shader, + cairo_gl_var_type_t src, + cairo_gl_var_type_t mask, + cairo_bool_t use_coverage, + const char *fragment_text); + +typedef struct _cairo_shader_cache_entry { + cairo_cache_entry_t base; + + unsigned vertex; + + cairo_gl_operand_type_t src; + cairo_gl_operand_type_t mask; + cairo_gl_operand_type_t dest; + cairo_bool_t use_coverage; + + cairo_gl_shader_in_t in; + GLint src_gl_filter; + cairo_bool_t src_border_fade; + cairo_extend_t src_extend; + GLint mask_gl_filter; + cairo_bool_t mask_border_fade; + cairo_extend_t mask_extend; + + cairo_gl_context_t *ctx; /* XXX: needed to destroy the program */ + cairo_gl_shader_t shader; +} cairo_shader_cache_entry_t; + +static cairo_bool_t +_cairo_gl_shader_cache_equal_desktop (const void *key_a, const void *key_b) +{ + const cairo_shader_cache_entry_t *a = key_a; + const cairo_shader_cache_entry_t *b = key_b; + cairo_bool_t both_have_npot_repeat = + a->ctx->has_npot_repeat && b->ctx->has_npot_repeat; + + return (a->vertex == b->vertex && + a->src == b->src && + a->mask == b->mask && + a->dest == b->dest && + a->use_coverage == b->use_coverage && + a->in == b->in && + (both_have_npot_repeat || a->src_extend == b->src_extend) && + (both_have_npot_repeat || a->mask_extend == b->mask_extend)); +} + +/* + * For GLES2 we use more complicated shaders to implement missing GL + * features. In this case we need more parameters to uniquely identify + * a shader (vs _cairo_gl_shader_cache_equal_desktop()). + */ +static cairo_bool_t +_cairo_gl_shader_cache_equal_gles2 (const void *key_a, const void *key_b) +{ + const cairo_shader_cache_entry_t *a = key_a; + const cairo_shader_cache_entry_t *b = key_b; + cairo_bool_t both_have_npot_repeat = + a->ctx->has_npot_repeat && b->ctx->has_npot_repeat; + + return (a->vertex == b->vertex && + a->src == b->src && + a->mask == b->mask && + a->dest == b->dest && + a->use_coverage == b->use_coverage && + a->in == b->in && + a->src_gl_filter == b->src_gl_filter && + a->src_border_fade == b->src_border_fade && + (both_have_npot_repeat || a->src_extend == b->src_extend) && + a->mask_gl_filter == b->mask_gl_filter && + a->mask_border_fade == b->mask_border_fade && + (both_have_npot_repeat || a->mask_extend == b->mask_extend)); +} + +static unsigned long +_cairo_gl_shader_cache_hash (const cairo_shader_cache_entry_t *entry) +{ + return ((entry->src << 24) | (entry->mask << 16) | (entry->dest << 8) | (entry->in << 1) | entry->use_coverage) ^ entry->vertex; +} + +static void +_cairo_gl_shader_cache_destroy (void *data) +{ + cairo_shader_cache_entry_t *entry = data; + + _cairo_gl_shader_fini (entry->ctx, &entry->shader); + if (entry->ctx->current_shader == &entry->shader) + entry->ctx->current_shader = NULL; + free (entry); +} + +static void +_cairo_gl_shader_init (cairo_gl_shader_t *shader) +{ + shader->fragment_shader = 0; + shader->program = 0; +} + +cairo_status_t +_cairo_gl_context_init_shaders (cairo_gl_context_t *ctx) +{ + static const char *fill_fs_source = + "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "uniform vec4 color;\n" + "void main()\n" + "{\n" + " gl_FragColor = color;\n" + "}\n"; + cairo_status_t status; + + if (_cairo_gl_get_version () >= CAIRO_GL_VERSION_ENCODE (2, 0) || + (_cairo_gl_has_extension ("GL_ARB_shader_objects") && + _cairo_gl_has_extension ("GL_ARB_fragment_shader") && + _cairo_gl_has_extension ("GL_ARB_vertex_shader"))) { + ctx->has_shader_support = TRUE; + } else { + ctx->has_shader_support = FALSE; + fprintf (stderr, "Error: The cairo gl backend requires shader support!\n"); + return CAIRO_STATUS_DEVICE_ERROR; + } + + memset (ctx->vertex_shaders, 0, sizeof (ctx->vertex_shaders)); + + status = _cairo_cache_init (&ctx->shaders, + ctx->gl_flavor == CAIRO_GL_FLAVOR_DESKTOP ? + _cairo_gl_shader_cache_equal_desktop : + _cairo_gl_shader_cache_equal_gles2, + NULL, + _cairo_gl_shader_cache_destroy, + CAIRO_GL_MAX_SHADERS_PER_CONTEXT); + if (unlikely (status)) + return status; + + _cairo_gl_shader_init (&ctx->fill_rectangles_shader); + status = _cairo_gl_shader_compile_and_link (ctx, + &ctx->fill_rectangles_shader, + CAIRO_GL_VAR_NONE, + CAIRO_GL_VAR_NONE, + FALSE, + fill_fs_source); + if (unlikely (status)) + return status; + + return CAIRO_STATUS_SUCCESS; +} + +void +_cairo_gl_context_fini_shaders (cairo_gl_context_t *ctx) +{ + int i; + + for (i = 0; i < CAIRO_GL_VAR_TYPE_MAX; i++) { + if (ctx->vertex_shaders[i]) + ctx->dispatch.DeleteShader (ctx->vertex_shaders[i]); + } + + _cairo_cache_fini (&ctx->shaders); +} + +void +_cairo_gl_shader_fini (cairo_gl_context_t *ctx, + cairo_gl_shader_t *shader) +{ + if (shader->fragment_shader) + ctx->dispatch.DeleteShader (shader->fragment_shader); + + if (shader->program) + ctx->dispatch.DeleteProgram (shader->program); +} + +static const char *operand_names[] = { "source", "mask", "dest" }; + +static cairo_gl_var_type_t +cairo_gl_operand_get_var_type (cairo_gl_operand_t *operand) +{ + switch (operand->type) { + default: + case CAIRO_GL_OPERAND_COUNT: + ASSERT_NOT_REACHED; + case CAIRO_GL_OPERAND_NONE: + case CAIRO_GL_OPERAND_CONSTANT: + return CAIRO_GL_VAR_NONE; + case CAIRO_GL_OPERAND_LINEAR_GRADIENT: + case CAIRO_GL_OPERAND_RADIAL_GRADIENT_A0: + case CAIRO_GL_OPERAND_RADIAL_GRADIENT_NONE: + case CAIRO_GL_OPERAND_RADIAL_GRADIENT_EXT: + return operand->gradient.texgen ? CAIRO_GL_VAR_TEXGEN : CAIRO_GL_VAR_TEXCOORDS; + case CAIRO_GL_OPERAND_TEXTURE: + return operand->texture.texgen ? CAIRO_GL_VAR_TEXGEN : CAIRO_GL_VAR_TEXCOORDS; + } +} + +static void +cairo_gl_shader_emit_variable (cairo_output_stream_t *stream, + cairo_gl_var_type_t type, + cairo_gl_tex_t name) +{ + switch (type) { + default: + ASSERT_NOT_REACHED; + case CAIRO_GL_VAR_NONE: + break; + case CAIRO_GL_VAR_TEXCOORDS: + _cairo_output_stream_printf (stream, + "attribute vec4 MultiTexCoord%d;\n" + "varying vec2 %s_texcoords;\n", + name, + operand_names[name]); + break; + case CAIRO_GL_VAR_TEXGEN: + _cairo_output_stream_printf (stream, + "uniform mat3 %s_texgen;\n" + "varying vec2 %s_texcoords;\n", + operand_names[name], + operand_names[name]); + break; + } +} + +static void +cairo_gl_shader_emit_vertex (cairo_output_stream_t *stream, + cairo_gl_var_type_t type, + cairo_gl_tex_t name) +{ + switch (type) { + default: + ASSERT_NOT_REACHED; + case CAIRO_GL_VAR_NONE: + break; + case CAIRO_GL_VAR_TEXCOORDS: + _cairo_output_stream_printf (stream, + " %s_texcoords = MultiTexCoord%d.xy;\n", + operand_names[name], name); + break; + + case CAIRO_GL_VAR_TEXGEN: + _cairo_output_stream_printf (stream, + " %s_texcoords = (%s_texgen * Vertex.xyw).xy;\n", + operand_names[name], operand_names[name]); + break; + } +} + +static void +cairo_gl_shader_dcl_coverage (cairo_output_stream_t *stream) +{ + _cairo_output_stream_printf (stream, "varying float coverage;\n"); +} + +static void +cairo_gl_shader_def_coverage (cairo_output_stream_t *stream) +{ + _cairo_output_stream_printf (stream, " coverage = Color.a;\n"); +} + +static cairo_status_t +cairo_gl_shader_get_vertex_source (cairo_gl_var_type_t src, + cairo_gl_var_type_t mask, + cairo_bool_t use_coverage, + cairo_gl_var_type_t dest, + char **out) +{ + cairo_output_stream_t *stream = _cairo_memory_stream_create (); + unsigned char *source; + unsigned long length; + cairo_status_t status; + + cairo_gl_shader_emit_variable (stream, src, CAIRO_GL_TEX_SOURCE); + cairo_gl_shader_emit_variable (stream, mask, CAIRO_GL_TEX_MASK); + if (use_coverage) + cairo_gl_shader_dcl_coverage (stream); + + _cairo_output_stream_printf (stream, + "attribute vec4 Vertex;\n" + "attribute vec4 Color;\n" + "uniform mat4 ModelViewProjectionMatrix;\n" + "void main()\n" + "{\n" + " gl_Position = ModelViewProjectionMatrix * Vertex;\n"); + + cairo_gl_shader_emit_vertex (stream, src, CAIRO_GL_TEX_SOURCE); + cairo_gl_shader_emit_vertex (stream, mask, CAIRO_GL_TEX_MASK); + if (use_coverage) + cairo_gl_shader_def_coverage (stream); + + _cairo_output_stream_write (stream, + "}\n\0", 3); + + status = _cairo_memory_stream_destroy (stream, &source, &length); + if (unlikely (status)) + return status; + + *out = (char *) source; + return CAIRO_STATUS_SUCCESS; +} + +/* + * Returns whether an operand needs a special border fade fragment shader + * to simulate the GL_CLAMP_TO_BORDER wrapping method that is missing in GLES2. + */ +static cairo_bool_t +_cairo_gl_shader_needs_border_fade (cairo_gl_operand_t *operand) +{ + cairo_extend_t extend =_cairo_gl_operand_get_extend (operand); + + return extend == CAIRO_EXTEND_NONE && + (operand->type == CAIRO_GL_OPERAND_TEXTURE || + operand->type == CAIRO_GL_OPERAND_LINEAR_GRADIENT || + operand->type == CAIRO_GL_OPERAND_RADIAL_GRADIENT_NONE || + operand->type == CAIRO_GL_OPERAND_RADIAL_GRADIENT_A0); +} + +static void +cairo_gl_shader_emit_color (cairo_output_stream_t *stream, + cairo_gl_context_t *ctx, + cairo_gl_operand_t *op, + cairo_gl_tex_t name) +{ + const char *namestr = operand_names[name]; + const char *rectstr = (ctx->tex_target == GL_TEXTURE_RECTANGLE ? "Rect" : ""); + + switch (op->type) { + case CAIRO_GL_OPERAND_COUNT: + default: + ASSERT_NOT_REACHED; + break; + case CAIRO_GL_OPERAND_NONE: + _cairo_output_stream_printf (stream, + "vec4 get_%s()\n" + "{\n" + " return vec4 (0, 0, 0, 1);\n" + "}\n", + namestr); + break; + case CAIRO_GL_OPERAND_CONSTANT: + _cairo_output_stream_printf (stream, + "uniform vec4 %s_constant;\n" + "vec4 get_%s()\n" + "{\n" + " return %s_constant;\n" + "}\n", + namestr, namestr, namestr); + break; + case CAIRO_GL_OPERAND_TEXTURE: + _cairo_output_stream_printf (stream, + "uniform sampler2D%s %s_sampler;\n" + "uniform vec2 %s_texdims;\n" + "varying vec2 %s_texcoords;\n" + "vec4 get_%s()\n" + "{\n", + rectstr, namestr, namestr, namestr, namestr); + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES && + _cairo_gl_shader_needs_border_fade (op)) + { + _cairo_output_stream_printf (stream, + " vec2 border_fade = %s_border_fade (%s_texcoords, %s_texdims);\n" + " vec4 texel = texture2D%s (%s_sampler, %s_texcoords);\n" + " return texel * border_fade.x * border_fade.y;\n" + "}\n", + namestr, namestr, namestr, rectstr, namestr, namestr); + } + else + { + _cairo_output_stream_printf (stream, + " return texture2D%s (%s_sampler, %s_wrap (%s_texcoords));\n" + "}\n", + rectstr, namestr, namestr, namestr); + } + break; + case CAIRO_GL_OPERAND_LINEAR_GRADIENT: + _cairo_output_stream_printf (stream, + "varying vec2 %s_texcoords;\n" + "uniform vec2 %s_texdims;\n" + "uniform sampler2D%s %s_sampler;\n" + "\n" + "vec4 get_%s()\n" + "{\n", + namestr, namestr, rectstr, namestr, namestr); + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES && + _cairo_gl_shader_needs_border_fade (op)) + { + _cairo_output_stream_printf (stream, + " float border_fade = %s_border_fade (%s_texcoords.x, %s_texdims.x);\n" + " vec4 texel = texture2D%s (%s_sampler, vec2 (%s_texcoords.x, 0.5));\n" + " return texel * border_fade;\n" + "}\n", + namestr, namestr, namestr, rectstr, namestr, namestr); + } + else + { + _cairo_output_stream_printf (stream, + " return texture2D%s (%s_sampler, %s_wrap (vec2 (%s_texcoords.x, 0.5)));\n" + "}\n", + rectstr, namestr, namestr, namestr); + } + break; + case CAIRO_GL_OPERAND_RADIAL_GRADIENT_A0: + _cairo_output_stream_printf (stream, + "varying vec2 %s_texcoords;\n" + "uniform vec2 %s_texdims;\n" + "uniform sampler2D%s %s_sampler;\n" + "uniform vec3 %s_circle_d;\n" + "uniform float %s_radius_0;\n" + "\n" + "vec4 get_%s()\n" + "{\n" + " vec3 pos = vec3 (%s_texcoords, %s_radius_0);\n" + " \n" + " float B = dot (pos, %s_circle_d);\n" + " float C = dot (pos, vec3 (pos.xy, -pos.z));\n" + " \n" + " float t = 0.5 * C / B;\n" + " float is_valid = step (-%s_radius_0, t * %s_circle_d.z);\n", + namestr, namestr, rectstr, namestr, namestr, namestr, namestr, + namestr, namestr, namestr, namestr, namestr); + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES && + _cairo_gl_shader_needs_border_fade (op)) + { + _cairo_output_stream_printf (stream, + " float border_fade = %s_border_fade (t, %s_texdims.x);\n" + " vec4 texel = texture2D%s (%s_sampler, vec2 (t, 0.5));\n" + " return mix (vec4 (0.0), texel * border_fade, is_valid);\n" + "}\n", + namestr, namestr, rectstr, namestr); + } + else + { + _cairo_output_stream_printf (stream, + " vec4 texel = texture2D%s (%s_sampler, %s_wrap (vec2 (t, 0.5)));\n" + " return mix (vec4 (0.0), texel, is_valid);\n" + "}\n", + rectstr, namestr, namestr); + } + break; + case CAIRO_GL_OPERAND_RADIAL_GRADIENT_NONE: + _cairo_output_stream_printf (stream, + "varying vec2 %s_texcoords;\n" + "uniform vec2 %s_texdims;\n" + "uniform sampler2D%s %s_sampler;\n" + "uniform vec3 %s_circle_d;\n" + "uniform float %s_a;\n" + "uniform float %s_radius_0;\n" + "\n" + "vec4 get_%s()\n" + "{\n" + " vec3 pos = vec3 (%s_texcoords, %s_radius_0);\n" + " \n" + " float B = dot (pos, %s_circle_d);\n" + " float C = dot (pos, vec3 (pos.xy, -pos.z));\n" + " \n" + " float det = dot (vec2 (B, %s_a), vec2 (B, -C));\n" + " float sqrtdet = sqrt (abs (det));\n" + " vec2 t = (B + vec2 (sqrtdet, -sqrtdet)) / %s_a;\n" + " \n" + " vec2 is_valid = step (vec2 (0.0), t) * step (t, vec2(1.0));\n" + " float has_color = step (0., det) * max (is_valid.x, is_valid.y);\n" + " \n" + " float upper_t = mix (t.y, t.x, is_valid.x);\n", + namestr, namestr, rectstr, namestr, namestr, namestr, namestr, + namestr, namestr, namestr, namestr, namestr, namestr); + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES && + _cairo_gl_shader_needs_border_fade (op)) + { + _cairo_output_stream_printf (stream, + " float border_fade = %s_border_fade (upper_t, %s_texdims.x);\n" + " vec4 texel = texture2D%s (%s_sampler, vec2 (upper_t, 0.5));\n" + " return mix (vec4 (0.0), texel * border_fade, has_color);\n" + "}\n", + namestr, namestr, rectstr, namestr); + } + else + { + _cairo_output_stream_printf (stream, + " vec4 texel = texture2D%s (%s_sampler, %s_wrap (vec2(upper_t, 0.5)));\n" + " return mix (vec4 (0.0), texel, has_color);\n" + "}\n", + rectstr, namestr, namestr); + } + break; + case CAIRO_GL_OPERAND_RADIAL_GRADIENT_EXT: + _cairo_output_stream_printf (stream, + "varying vec2 %s_texcoords;\n" + "uniform sampler2D%s %s_sampler;\n" + "uniform vec3 %s_circle_d;\n" + "uniform float %s_a;\n" + "uniform float %s_radius_0;\n" + "\n" + "vec4 get_%s()\n" + "{\n" + " vec3 pos = vec3 (%s_texcoords, %s_radius_0);\n" + " \n" + " float B = dot (pos, %s_circle_d);\n" + " float C = dot (pos, vec3 (pos.xy, -pos.z));\n" + " \n" + " float det = dot (vec2 (B, %s_a), vec2 (B, -C));\n" + " float sqrtdet = sqrt (abs (det));\n" + " vec2 t = (B + vec2 (sqrtdet, -sqrtdet)) / %s_a;\n" + " \n" + " vec2 is_valid = step (vec2 (-%s_radius_0), t * %s_circle_d.z);\n" + " float has_color = step (0., det) * max (is_valid.x, is_valid.y);\n" + " \n" + " float upper_t = mix (t.y, t.x, is_valid.x);\n" + " vec4 texel = texture2D%s (%s_sampler, %s_wrap (vec2(upper_t, 0.5)));\n" + " return mix (vec4 (0.0), texel, has_color);\n" + "}\n", + namestr, rectstr, namestr, namestr, namestr, namestr, + namestr, namestr, namestr, namestr, namestr, + namestr, namestr, namestr, rectstr, namestr, namestr); + break; + } +} + +/* + * Emits the border fade functions used by an operand. + * + * If bilinear filtering is used, the emitted function performs a linear + * fade to transparency effect in the intervals [-1/2n, 1/2n] and + * [1 - 1/2n, 1 + 1/2n] (n: texture size). + * + * If nearest filtering is used, the emitted function just returns + * 0.0 for all values outside [0, 1). + */ +static void +_cairo_gl_shader_emit_border_fade (cairo_output_stream_t *stream, + cairo_gl_operand_t *operand, + cairo_gl_tex_t name) +{ + const char *namestr = operand_names[name]; + GLint gl_filter = _cairo_gl_operand_get_gl_filter (operand); + + /* 2D version */ + _cairo_output_stream_printf (stream, + "vec2 %s_border_fade (vec2 coords, vec2 dims)\n" + "{\n", + namestr); + + if (gl_filter == GL_LINEAR) + _cairo_output_stream_printf (stream, + " return clamp(-abs(dims * (coords - 0.5)) + (dims + vec2(1.0)) * 0.5, 0.0, 1.0);\n"); + else + _cairo_output_stream_printf (stream, + " bvec2 in_tex1 = greaterThanEqual (coords, vec2 (0.0));\n" + " bvec2 in_tex2 = lessThan (coords, vec2 (1.0));\n" + " return vec2 (float (all (in_tex1) && all (in_tex2)));\n"); + + _cairo_output_stream_printf (stream, "}\n"); + + /* 1D version */ + _cairo_output_stream_printf (stream, + "float %s_border_fade (float x, float dim)\n" + "{\n", + namestr); + if (gl_filter == GL_LINEAR) + _cairo_output_stream_printf (stream, + " return clamp(-abs(dim * (x - 0.5)) + (dim + 1.0) * 0.5, 0.0, 1.0);\n"); + else + _cairo_output_stream_printf (stream, + " bool in_tex = x >= 0.0 && x < 1.0;\n" + " return float (in_tex);\n"); + + _cairo_output_stream_printf (stream, "}\n"); +} + +/* + * Emits the wrap function used by an operand. + * + * In OpenGL ES 2.0, repeat wrap modes (GL_REPEAT and GL_MIRRORED REPEAT) are + * only available for NPOT textures if the GL_OES_texture_npot is supported. + * If GL_OES_texture_npot is not supported, we need to implement the wrapping + * functionality in the shader. + */ +static void +_cairo_gl_shader_emit_wrap (cairo_gl_context_t *ctx, + cairo_output_stream_t *stream, + cairo_gl_operand_t *operand, + cairo_gl_tex_t name) +{ + const char *namestr = operand_names[name]; + cairo_extend_t extend = _cairo_gl_operand_get_extend (operand); + + _cairo_output_stream_printf (stream, + "vec2 %s_wrap(vec2 coords)\n" + "{\n", + namestr); + + if (! ctx->has_npot_repeat && + (extend == CAIRO_EXTEND_REPEAT || extend == CAIRO_EXTEND_REFLECT)) + { + if (extend == CAIRO_EXTEND_REPEAT) { + _cairo_output_stream_printf (stream, + " return fract(coords);\n"); + } else { /* CAIRO_EXTEND_REFLECT */ + _cairo_output_stream_printf (stream, + " return mix(fract(coords), 1.0 - fract(coords), floor(mod(coords, 2.0)));\n"); + } + } + else + { + _cairo_output_stream_printf (stream, " return coords;\n"); + } + + _cairo_output_stream_printf (stream, "}\n"); +} + +static cairo_status_t +cairo_gl_shader_get_fragment_source (cairo_gl_context_t *ctx, + cairo_gl_shader_in_t in, + cairo_gl_operand_t *src, + cairo_gl_operand_t *mask, + cairo_bool_t use_coverage, + cairo_gl_operand_type_t dest_type, + char **out) +{ + cairo_output_stream_t *stream = _cairo_memory_stream_create (); + unsigned char *source; + unsigned long length; + cairo_status_t status; + const char *coverage_str; + + _cairo_output_stream_printf (stream, + "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n"); + + _cairo_gl_shader_emit_wrap (ctx, stream, src, CAIRO_GL_TEX_SOURCE); + _cairo_gl_shader_emit_wrap (ctx, stream, mask, CAIRO_GL_TEX_MASK); + + if (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES) { + if (_cairo_gl_shader_needs_border_fade (src)) + _cairo_gl_shader_emit_border_fade (stream, src, CAIRO_GL_TEX_SOURCE); + if (_cairo_gl_shader_needs_border_fade (mask)) + _cairo_gl_shader_emit_border_fade (stream, mask, CAIRO_GL_TEX_MASK); + } + + cairo_gl_shader_emit_color (stream, ctx, src, CAIRO_GL_TEX_SOURCE); + cairo_gl_shader_emit_color (stream, ctx, mask, CAIRO_GL_TEX_MASK); + + coverage_str = ""; + if (use_coverage) { + _cairo_output_stream_printf (stream, "varying float coverage;\n"); + coverage_str = " * coverage"; + } + + _cairo_output_stream_printf (stream, + "void main()\n" + "{\n"); + switch (in) { + case CAIRO_GL_SHADER_IN_COUNT: + default: + ASSERT_NOT_REACHED; + case CAIRO_GL_SHADER_IN_NORMAL: + _cairo_output_stream_printf (stream, + " gl_FragColor = get_source() * get_mask().a%s;\n", + coverage_str); + break; + case CAIRO_GL_SHADER_IN_CA_SOURCE: + _cairo_output_stream_printf (stream, + " gl_FragColor = get_source() * get_mask()%s;\n", + coverage_str); + break; + case CAIRO_GL_SHADER_IN_CA_SOURCE_ALPHA: + _cairo_output_stream_printf (stream, + " gl_FragColor = get_source().a * get_mask()%s;\n", + coverage_str); + break; + } + + _cairo_output_stream_write (stream, + "}\n\0", 3); + + status = _cairo_memory_stream_destroy (stream, &source, &length); + if (unlikely (status)) + return status; + + *out = (char *) source; + return CAIRO_STATUS_SUCCESS; +} + +static void +compile_shader (cairo_gl_context_t *ctx, + GLuint *shader, + GLenum type, + const char *source) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + GLint success, log_size, num_chars; + char *log; + + *shader = dispatch->CreateShader (type); + dispatch->ShaderSource (*shader, 1, &source, 0); + dispatch->CompileShader (*shader); + dispatch->GetShaderiv (*shader, GL_COMPILE_STATUS, &success); + + if (success) + return; + + dispatch->GetShaderiv (*shader, GL_INFO_LOG_LENGTH, &log_size); + if (log_size < 0) { + printf ("OpenGL shader compilation failed.\n"); + ASSERT_NOT_REACHED; + return; + } + + log = _cairo_malloc (log_size + 1); + dispatch->GetShaderInfoLog (*shader, log_size, &num_chars, log); + log[num_chars] = '\0'; + + printf ("OpenGL shader compilation failed. Shader:\n%s\n", source); + printf ("OpenGL compilation log:\n%s\n", log); + + free (log); + ASSERT_NOT_REACHED; +} + +static void +link_shader_program (cairo_gl_context_t *ctx, + GLuint *program, + GLuint vert, + GLuint frag) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + GLint success, log_size, num_chars; + char *log; + + *program = dispatch->CreateProgram (); + dispatch->AttachShader (*program, vert); + dispatch->AttachShader (*program, frag); + + dispatch->BindAttribLocation (*program, CAIRO_GL_VERTEX_ATTRIB_INDEX, + "Vertex"); + dispatch->BindAttribLocation (*program, CAIRO_GL_COLOR_ATTRIB_INDEX, + "Color"); + dispatch->BindAttribLocation (*program, CAIRO_GL_TEXCOORD0_ATTRIB_INDEX, + "MultiTexCoord0"); + dispatch->BindAttribLocation (*program, CAIRO_GL_TEXCOORD1_ATTRIB_INDEX, + "MultiTexCoord1"); + + dispatch->LinkProgram (*program); + dispatch->GetProgramiv (*program, GL_LINK_STATUS, &success); + if (success) + return; + + dispatch->GetProgramiv (*program, GL_INFO_LOG_LENGTH, &log_size); + if (log_size < 0) { + printf ("OpenGL shader link failed.\n"); + ASSERT_NOT_REACHED; + return; + } + + log = _cairo_malloc (log_size + 1); + dispatch->GetProgramInfoLog (*program, log_size, &num_chars, log); + log[num_chars] = '\0'; + + printf ("OpenGL shader link failed:\n%s\n", log); + free (log); + ASSERT_NOT_REACHED; +} + +static GLint +_cairo_gl_get_op_uniform_location(cairo_gl_context_t *ctx, + cairo_gl_shader_t *shader, + cairo_gl_tex_t tex_unit, + const char *suffix) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + char uniform_name[100]; + const char *unit_name[2] = { "source", "mask" }; + + snprintf (uniform_name, sizeof (uniform_name), "%s_%s", + unit_name[tex_unit], suffix); + + return dispatch->GetUniformLocation (shader->program, uniform_name); +} + +static cairo_status_t +_cairo_gl_shader_compile_and_link (cairo_gl_context_t *ctx, + cairo_gl_shader_t *shader, + cairo_gl_var_type_t src, + cairo_gl_var_type_t mask, + cairo_bool_t use_coverage, + const char *fragment_text) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + unsigned int vertex_shader; + cairo_status_t status; + int i; + + assert (shader->program == 0); + + vertex_shader = cairo_gl_var_type_hash (src, mask, use_coverage, + CAIRO_GL_VAR_NONE); + if (ctx->vertex_shaders[vertex_shader] == 0) { + char *source; + + status = cairo_gl_shader_get_vertex_source (src, + mask, + use_coverage, + CAIRO_GL_VAR_NONE, + &source); + if (unlikely (status)) + goto FAILURE; + + compile_shader (ctx, &ctx->vertex_shaders[vertex_shader], + GL_VERTEX_SHADER, source); + free (source); + } + + compile_shader (ctx, &shader->fragment_shader, + GL_FRAGMENT_SHADER, fragment_text); + + link_shader_program (ctx, &shader->program, + ctx->vertex_shaders[vertex_shader], + shader->fragment_shader); + + shader->mvp_location = + dispatch->GetUniformLocation (shader->program, + "ModelViewProjectionMatrix"); + + for (i = 0; i < 2; i++) { + shader->constant_location[i] = + _cairo_gl_get_op_uniform_location (ctx, shader, i, "constant"); + shader->a_location[i] = + _cairo_gl_get_op_uniform_location (ctx, shader, i, "a"); + shader->circle_d_location[i] = + _cairo_gl_get_op_uniform_location (ctx, shader, i, "circle_d"); + shader->radius_0_location[i] = + _cairo_gl_get_op_uniform_location (ctx, shader, i, "radius_0"); + shader->texdims_location[i] = + _cairo_gl_get_op_uniform_location (ctx, shader, i, "texdims"); + shader->texgen_location[i] = + _cairo_gl_get_op_uniform_location (ctx, shader, i, "texgen"); + } + + return CAIRO_STATUS_SUCCESS; + + FAILURE: + _cairo_gl_shader_fini (ctx, shader); + shader->fragment_shader = 0; + shader->program = 0; + + return status; +} + +/* We always bind the source to texture unit 0 if present, and mask to + * texture unit 1 if present, so we can just initialize these once at + * compile time. + */ +static void +_cairo_gl_shader_set_samplers (cairo_gl_context_t *ctx, + cairo_gl_shader_t *shader) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + GLint location; + GLint saved_program; + + /* We have to save/restore the current program because we might be + * asked for a different program while a shader is bound. This shouldn't + * be a performance issue, since this is only called once per compile. + */ + glGetIntegerv (GL_CURRENT_PROGRAM, &saved_program); + dispatch->UseProgram (shader->program); + + location = dispatch->GetUniformLocation (shader->program, "source_sampler"); + if (location != -1) { + dispatch->Uniform1i (location, CAIRO_GL_TEX_SOURCE); + } + + location = dispatch->GetUniformLocation (shader->program, "mask_sampler"); + if (location != -1) { + dispatch->Uniform1i (location, CAIRO_GL_TEX_MASK); + } + + dispatch->UseProgram (saved_program); +} + +void +_cairo_gl_shader_bind_float (cairo_gl_context_t *ctx, + GLint location, + float value) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + assert (location != -1); + dispatch->Uniform1f (location, value); +} + +void +_cairo_gl_shader_bind_vec2 (cairo_gl_context_t *ctx, + GLint location, + float value0, + float value1) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + assert (location != -1); + dispatch->Uniform2f (location, value0, value1); +} + +void +_cairo_gl_shader_bind_vec3 (cairo_gl_context_t *ctx, + GLint location, + float value0, + float value1, + float value2) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + assert (location != -1); + dispatch->Uniform3f (location, value0, value1, value2); +} + +void +_cairo_gl_shader_bind_vec4 (cairo_gl_context_t *ctx, + GLint location, + float value0, float value1, + float value2, float value3) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + assert (location != -1); + dispatch->Uniform4f (location, value0, value1, value2, value3); +} + +void +_cairo_gl_shader_bind_matrix (cairo_gl_context_t *ctx, + GLint location, + const cairo_matrix_t* m) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + float gl_m[9] = { + m->xx, m->xy, m->x0, + m->yx, m->yy, m->y0, + 0, 0, 1 + }; + assert (location != -1); + dispatch->UniformMatrix3fv (location, 1, GL_TRUE, gl_m); +} + +void +_cairo_gl_shader_bind_matrix4f (cairo_gl_context_t *ctx, + GLint location, GLfloat* gl_m) +{ + cairo_gl_dispatch_t *dispatch = &ctx->dispatch; + assert (location != -1); + dispatch->UniformMatrix4fv (location, 1, GL_FALSE, gl_m); +} + +void +_cairo_gl_set_shader (cairo_gl_context_t *ctx, + cairo_gl_shader_t *shader) +{ + if (ctx->current_shader == shader) + return; + + if (shader) + ctx->dispatch.UseProgram (shader->program); + else + ctx->dispatch.UseProgram (0); + + ctx->current_shader = shader; +} + +cairo_status_t +_cairo_gl_get_shader_by_type (cairo_gl_context_t *ctx, + cairo_gl_operand_t *source, + cairo_gl_operand_t *mask, + cairo_bool_t use_coverage, + cairo_gl_shader_in_t in, + cairo_gl_shader_t **shader) +{ + cairo_shader_cache_entry_t lookup, *entry; + char *fs_source; + cairo_status_t status; + + lookup.ctx = ctx; + + lookup.vertex = cairo_gl_var_type_hash (cairo_gl_operand_get_var_type (source), + cairo_gl_operand_get_var_type (mask), + use_coverage, + CAIRO_GL_VAR_NONE); + + lookup.src = source->type; + lookup.mask = mask->type; + lookup.dest = CAIRO_GL_OPERAND_NONE; + lookup.use_coverage = use_coverage; + lookup.in = in; + lookup.src_gl_filter = _cairo_gl_operand_get_gl_filter (source); + lookup.src_border_fade = _cairo_gl_shader_needs_border_fade (source); + lookup.src_extend = _cairo_gl_operand_get_extend (source); + lookup.mask_gl_filter = _cairo_gl_operand_get_gl_filter (mask); + lookup.mask_border_fade = _cairo_gl_shader_needs_border_fade (mask); + lookup.mask_extend = _cairo_gl_operand_get_extend (mask); + lookup.base.hash = _cairo_gl_shader_cache_hash (&lookup); + lookup.base.size = 1; + + entry = _cairo_cache_lookup (&ctx->shaders, &lookup.base); + if (entry) { + assert (entry->shader.program); + *shader = &entry->shader; + return CAIRO_STATUS_SUCCESS; + } + + status = cairo_gl_shader_get_fragment_source (ctx, + in, + source, + mask, + use_coverage, + CAIRO_GL_OPERAND_NONE, + &fs_source); + if (unlikely (status)) + return status; + + entry = malloc (sizeof (cairo_shader_cache_entry_t)); + if (unlikely (entry == NULL)) { + free (fs_source); + return _cairo_error (CAIRO_STATUS_NO_MEMORY); + } + + memcpy (entry, &lookup, sizeof (cairo_shader_cache_entry_t)); + + entry->ctx = ctx; + _cairo_gl_shader_init (&entry->shader); + status = _cairo_gl_shader_compile_and_link (ctx, + &entry->shader, + cairo_gl_operand_get_var_type (source), + cairo_gl_operand_get_var_type (mask), + use_coverage, + fs_source); + free (fs_source); + + if (unlikely (status)) { + free (entry); + return status; + } + + _cairo_gl_shader_set_samplers (ctx, &entry->shader); + + status = _cairo_cache_insert (&ctx->shaders, &entry->base); + if (unlikely (status)) { + _cairo_gl_shader_fini (ctx, &entry->shader); + free (entry); + return status; + } + + *shader = &entry->shader; + + return CAIRO_STATUS_SUCCESS; +} |