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src/java.desktop/share/native/common/java2d/opengl/OGLBufImgOps.c
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@@ -58,48 +58,10 @@
* Early shader-level hardware did not support non-constant sized
* arrays but modern hardware should support them (although I
* don't know of any simple way to find out, other than to compile
* the shader at runtime and see if the drivers complain).
*/
-static const char *convolveShaderSource =
- // maximum size supported by this shader
- "const int MAX_KERNEL_SIZE = %s;"
- // image to be convolved
- "uniform sampler%s baseImage;"
- // image edge limits:
- // imgEdge.xy = imgMin.xy (anything < will be treated as edge case)
- // imgEdge.zw = imgMax.xy (anything > will be treated as edge case)
- "uniform vec4 imgEdge;"
- // value for each location in the convolution kernel:
- // kernelVals[i].x = offsetX[i]
- // kernelVals[i].y = offsetY[i]
- // kernelVals[i].z = kernel[i]
- "uniform vec3 kernelVals[MAX_KERNEL_SIZE];"
- ""
- "void main(void)"
- "{"
- " int i;"
- " vec4 sum;"
- ""
- " if (any(lessThan(gl_TexCoord[0].st, imgEdge.xy)) ||"
- " any(greaterThan(gl_TexCoord[0].st, imgEdge.zw)))"
- " {"
- // (placeholder for edge condition code)
- " %s"
- " } else {"
- " sum = vec4(0.0);"
- " for (i = 0; i < MAX_KERNEL_SIZE; i++) {"
- " sum +="
- " kernelVals[i].z *"
- " texture%s(baseImage,"
- " gl_TexCoord[0].st + kernelVals[i].xy);"
- " }"
- " }"
- ""
- // modulate with gl_Color in order to apply extra alpha
- " gl_FragColor = sum * gl_Color;"
- "}";
/**
* Flags that can be bitwise-or'ed together to control how the shader
* source code is generated.
*/
@@ -148,12 +110,48 @@
"sum = texture%s(baseImage, gl_TexCoord[0].st);",
target);
}
// compose the final source code string from the various pieces
- sprintf(finalSource, convolveShaderSource,
- kernelMax, target, edge, target);
+ sprintf(finalSource,
+ // maximum size supported by this shader
+ "const int MAX_KERNEL_SIZE = %s;"
+ // image to be convolved
+ "uniform sampler%s baseImage;"
+ // image edge limits:
+ // imgEdge.xy = imgMin.xy (anything < will be treated as edge case)
+ // imgEdge.zw = imgMax.xy (anything > will be treated as edge case)
+ "uniform vec4 imgEdge;"
+ // value for each location in the convolution kernel:
+ // kernelVals[i].x = offsetX[i]
+ // kernelVals[i].y = offsetY[i]
+ // kernelVals[i].z = kernel[i]
+ "uniform vec3 kernelVals[MAX_KERNEL_SIZE];"
+ ""
+ "void main(void)"
+ "{"
+ " int i;"
+ " vec4 sum;"
+ ""
+ " if (any(lessThan(gl_TexCoord[0].st, imgEdge.xy)) ||"
+ " any(greaterThan(gl_TexCoord[0].st, imgEdge.zw)))"
+ " {"
+ // (placeholder for edge condition code)
+ " %s"
+ " } else {"
+ " sum = vec4(0.0);"
+ " for (i = 0; i < MAX_KERNEL_SIZE; i++) {"
+ " sum +="
+ " kernelVals[i].z *"
+ " texture%s(baseImage,"
+ " gl_TexCoord[0].st + kernelVals[i].xy);"
+ " }"
+ " }"
+ ""
+ // modulate with gl_Color in order to apply extra alpha
+ " gl_FragColor = sum * gl_Color;"
+ "}", kernelMax, target, edge, target);
convolveProgram = OGLContext_CreateFragmentProgram(finalSource);
if (convolveProgram == 0) {
J2dRlsTraceLn(J2D_TRACE_ERROR,
"OGLBufImgOps_CreateConvolveProgram: error creating program");
@@ -297,30 +295,10 @@
* This allows us to build different shader programs (e.g. one for
* GL_TEXTURE_2D targets, one for GL_TEXTURE_RECTANGLE_ARB targets, and so on)
* simply by filling in these "holes" with a call to sprintf(). See the
* OGLBufImgOps_CreateRescaleProgram() method for more details.
*/
-static const char *rescaleShaderSource =
- // image to be rescaled
- "uniform sampler%s baseImage;"
- // vector containing scale factors
- "uniform vec4 scaleFactors;"
- // vector containing offsets
- "uniform vec4 offsets;"
- ""
- "void main(void)"
- "{"
- " vec4 srcColor = texture%s(baseImage, gl_TexCoord[0].st);"
- // (placeholder for un-premult code)
- " %s"
- // rescale source value
- " vec4 result = (srcColor * scaleFactors) + offsets;"
- // (placeholder for re-premult code)
- " %s"
- // modulate with gl_Color in order to apply extra alpha
- " gl_FragColor = result * gl_Color;"
- "}";
/**
* Flags that can be bitwise-or'ed together to control how the shader
* source code is generated.
*/
@@ -358,12 +336,30 @@
preRescale = "srcColor.rgb /= srcColor.a;";
postRescale = "result.rgb *= result.a;";
}
// compose the final source code string from the various pieces
- sprintf(finalSource, rescaleShaderSource,
- target, target, preRescale, postRescale);
+ sprintf(finalSource,
+ // image to be rescaled
+ "uniform sampler%s baseImage;"
+ // vector containing scale factors
+ "uniform vec4 scaleFactors;"
+ // vector containing offsets
+ "uniform vec4 offsets;"
+ ""
+ "void main(void)"
+ "{"
+ " vec4 srcColor = texture%s(baseImage, gl_TexCoord[0].st);"
+ // (placeholder for un-premult code)
+ " %s"
+ // rescale source value
+ " vec4 result = (srcColor * scaleFactors) + offsets;"
+ // (placeholder for re-premult code)
+ " %s"
+ // modulate with gl_Color in order to apply extra alpha
+ " gl_FragColor = result * gl_Color;"
+ "}", target, target, preRescale, postRescale);
rescaleProgram = OGLContext_CreateFragmentProgram(finalSource);
if (rescaleProgram == 0) {
J2dRlsTraceLn(J2D_TRACE_ERROR,
"OGLBufImgOps_CreateRescaleProgram: error creating program");
@@ -503,39 +499,10 @@
* This allows us to build different shader programs (e.g. one for
* GL_TEXTURE_2D targets, one for GL_TEXTURE_RECTANGLE_ARB targets, and so on)
* simply by filling in these "holes" with a call to sprintf(). See the
* OGLBufImgOps_CreateLookupProgram() method for more details.
*/
-static const char *lookupShaderSource =
- // source image (bound to texture unit 0)
- "uniform sampler%s baseImage;"
- // lookup table (bound to texture unit 1)
- "uniform sampler2D lookupTable;"
- // offset subtracted from source index prior to lookup step
- "uniform vec4 offset;"
- ""
- "void main(void)"
- "{"
- " vec4 srcColor = texture%s(baseImage, gl_TexCoord[0].st);"
- // (placeholder for un-premult code)
- " %s"
- // subtract offset from original index
- " vec4 srcIndex = srcColor - offset;"
- // use source value as input to lookup table (note that
- // "v" texcoords are hardcoded to hit texel centers of
- // each row/band in texture)
- " vec4 result;"
- " result.r = texture2D(lookupTable, vec2(srcIndex.r, 0.125)).r;"
- " result.g = texture2D(lookupTable, vec2(srcIndex.g, 0.375)).r;"
- " result.b = texture2D(lookupTable, vec2(srcIndex.b, 0.625)).r;"
- // (placeholder for alpha store code)
- " %s"
- // (placeholder for re-premult code)
- " %s"
- // modulate with gl_Color in order to apply extra alpha
- " gl_FragColor = result * gl_Color;"
- "}";
/**
* Flags that can be bitwise-or'ed together to control how the shader
* source code is generated.
*/
@@ -590,12 +557,39 @@
preLookup = "srcColor.rgb /= srcColor.a;";
postLookup = "result.rgb *= result.a;";
}
// compose the final source code string from the various pieces
- sprintf(finalSource, lookupShaderSource,
- target, target, preLookup, alpha, postLookup);
+ sprintf(finalSource,
+ // source image (bound to texture unit 0)
+ "uniform sampler%s baseImage;"
+ // lookup table (bound to texture unit 1)
+ "uniform sampler2D lookupTable;"
+ // offset subtracted from source index prior to lookup step
+ "uniform vec4 offset;"
+ ""
+ "void main(void)"
+ "{"
+ " vec4 srcColor = texture%s(baseImage, gl_TexCoord[0].st);"
+ // (placeholder for un-premult code)
+ " %s"
+ // subtract offset from original index
+ " vec4 srcIndex = srcColor - offset;"
+ // use source value as input to lookup table (note that
+ // "v" texcoords are hardcoded to hit texel centers of
+ // each row/band in texture)
+ " vec4 result;"
+ " result.r = texture2D(lookupTable, vec2(srcIndex.r, 0.125)).r;"
+ " result.g = texture2D(lookupTable, vec2(srcIndex.g, 0.375)).r;"
+ " result.b = texture2D(lookupTable, vec2(srcIndex.b, 0.625)).r;"
+ // (placeholder for alpha store code)
+ " %s"
+ // (placeholder for re-premult code)
+ " %s"
+ // modulate with gl_Color in order to apply extra alpha
+ " gl_FragColor = result * gl_Color;"
+ "}", target, target, preLookup, alpha, postLookup);
lookupProgram = OGLContext_CreateFragmentProgram(finalSource);
if (lookupProgram == 0) {
J2dRlsTraceLn(J2D_TRACE_ERROR,
"OGLBufImgOps_CreateLookupProgram: error creating program");
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