/* 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 * Eric Anholt * T. Zachary Laine * Alexandros Frantzis */ #include "cairoint.h" #include "cairo-gl-private.h" #include "cairo-error-private.h" #include "cairo-output-stream-private.h" typedef struct cairo_gl_shader_impl { void (*compile_shader) (cairo_gl_context_t *ctx, GLuint *shader, GLenum type, const char *text); void (*link_shader) (cairo_gl_context_t *ctx, GLuint *program, GLuint vert, GLuint frag); void (*destroy_shader) (cairo_gl_context_t *ctx, GLuint shader); void (*destroy_program) (cairo_gl_context_t *ctx, GLuint program); void (*bind_float) (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader, const char *name, float value); void (*bind_vec2) (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader, const char *name, float value0, float value1); void (*bind_vec3) (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader, const char *name, float value0, float value1, float value2); void (*bind_vec4) (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader, const char *name, float value0, float value1, float value2, float value3); void (*bind_matrix) (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader, const char *name, cairo_matrix_t* m); void (*bind_matrix4f) (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader, const char *name, GLfloat* gl_m); void (*use) (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader); } shader_impl_t; static cairo_status_t _cairo_gl_shader_compile (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); /* OpenGL Core 2.0 API. */ static void compile_shader_core_2_0 (cairo_gl_context_t *ctx, GLuint *shader, GLenum type, const char *text) { const char* strings[1] = { text }; GLint gl_status; cairo_gl_dispatch_t *dispatch = &ctx->dispatch; *shader = dispatch->CreateShader (type); dispatch->ShaderSource (*shader, 1, strings, 0); dispatch->CompileShader (*shader); dispatch->GetShaderiv (*shader, GL_COMPILE_STATUS, &gl_status); if (gl_status == GL_FALSE) { GLint log_size; dispatch->GetShaderiv (*shader, GL_INFO_LOG_LENGTH, &log_size); if (0 < log_size) { char *log = _cairo_malloc (log_size); GLint chars; log[log_size - 1] = '\0'; dispatch->GetShaderInfoLog (*shader, log_size, &chars, log); printf ("OpenGL shader compilation failed. Shader:\n" "%s\n" "OpenGL compilation log:\n" "%s\n", text, log); free (log); } else { printf ("OpenGL shader compilation failed.\n"); } ASSERT_NOT_REACHED; } } static void link_shader_core_2_0 (cairo_gl_context_t *ctx, GLuint *program, GLuint vert, GLuint frag) { GLint gl_status; cairo_gl_dispatch_t *dispatch = &ctx->dispatch; *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, &gl_status); if (gl_status == GL_FALSE) { GLint log_size; dispatch->GetProgramiv (*program, GL_INFO_LOG_LENGTH, &log_size); if (0 < log_size) { char *log = _cairo_malloc (log_size); GLint chars; log[log_size - 1] = '\0'; dispatch->GetProgramInfoLog (*program, log_size, &chars, log); printf ("OpenGL shader link failed:\n%s\n", log); free (log); } else { printf ("OpenGL shader link failed.\n"); } ASSERT_NOT_REACHED; } } static void destroy_shader_core_2_0 (cairo_gl_context_t *ctx, GLuint shader) { ctx->dispatch.DeleteShader (shader); } static void destroy_program_core_2_0 (cairo_gl_context_t *ctx, GLuint shader) { ctx->dispatch.DeleteProgram (shader); } static void bind_float_core_2_0 (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader, const char *name, float value) { cairo_gl_dispatch_t *dispatch = &ctx->dispatch; GLint location = dispatch->GetUniformLocation (shader->program, name); assert (location != -1); dispatch->Uniform1f (location, value); } static void bind_vec2_core_2_0 (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader, const char *name, float value0, float value1) { cairo_gl_dispatch_t *dispatch = &ctx->dispatch; GLint location = dispatch->GetUniformLocation (shader->program, name); assert (location != -1); dispatch->Uniform2f (location, value0, value1); } static void bind_vec3_core_2_0 (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader, const char *name, float value0, float value1, float value2) { cairo_gl_dispatch_t *dispatch = &ctx->dispatch; GLint location = dispatch->GetUniformLocation (shader->program, name); assert (location != -1); dispatch->Uniform3f (location, value0, value1, value2); } static void bind_vec4_core_2_0 (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader, const char *name, float value0, float value1, float value2, float value3) { cairo_gl_dispatch_t *dispatch = &ctx->dispatch; GLint location = dispatch->GetUniformLocation (shader->program, name); assert (location != -1); dispatch->Uniform4f (location, value0, value1, value2, value3); } static void bind_matrix_core_2_0 (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader, const char *name, cairo_matrix_t* m) { cairo_gl_dispatch_t *dispatch = &ctx->dispatch; GLint location = dispatch->GetUniformLocation (shader->program, name); float gl_m[16] = { 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); } static void bind_matrix4f_core_2_0 (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader, const char *name, GLfloat* gl_m) { cairo_gl_dispatch_t *dispatch = &ctx->dispatch; GLint location = dispatch->GetUniformLocation (shader->program, name); assert (location != -1); dispatch->UniformMatrix4fv (location, 1, GL_FALSE, gl_m); } static void use_program_core_2_0 (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader) { if (shader) ctx->dispatch.UseProgram (shader->program); else ctx->dispatch.UseProgram (0); } static const cairo_gl_shader_impl_t shader_impl_core_2_0 = { compile_shader_core_2_0, link_shader_core_2_0, destroy_shader_core_2_0, destroy_program_core_2_0, bind_float_core_2_0, bind_vec2_core_2_0, bind_vec3_core_2_0, bind_vec4_core_2_0, bind_matrix_core_2_0, bind_matrix4f_core_2_0, use_program_core_2_0, }; typedef struct _cairo_shader_cache_entry { cairo_cache_entry_t base; 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; GLint mask_gl_filter; cairo_bool_t mask_border_fade; 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; return a->src == b->src && a->mask == b->mask && a->dest == b->dest && a->use_coverage == b->use_coverage && a->in == b->in; } /* * 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; return 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 && a->mask_gl_filter == b->mask_gl_filter && a->mask_border_fade == b->mask_border_fade; } 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; } 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->shader_impl = &shader_impl_core_2_0; } else { ctx->shader_impl = NULL; 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 (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->shader_impl->destroy_shader (ctx, 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->shader_impl->destroy_shader (ctx, shader->fragment_shader); if (shader->program) ctx->shader_impl->destroy_program (ctx, 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_type_t type) { switch (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: case CAIRO_GL_OPERAND_TEXTURE: return 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, "varying vec2 %s_texcoords;\n", 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; } } 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" "attribute vec4 MultiTexCoord0;\n" "attribute vec4 MultiTexCoord1;\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_texcoords);\n" "}\n", rectstr, 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, vec2 (%s_texcoords.x, 0.5));\n" "}\n", rectstr, 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, " return mix (vec4 (0.0), texture2D%s (%s_sampler, vec2(t, 0.5)), is_valid);\n" "}\n", rectstr, 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, " return mix (vec4 (0.0), texture2D%s (%s_sampler, vec2 (upper_t, 0.5)), has_color);\n" "}\n", rectstr, 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" " return mix (vec4 (0.0), texture2D%s (%s_sampler, vec2 (upper_t, 0.5)), has_color);\n" "}\n", namestr, rectstr, namestr, namestr, namestr, namestr, namestr, namestr, namestr, namestr, namestr, namestr, namestr, namestr, rectstr, 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"); } 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"); 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 cairo_status_t _cairo_gl_shader_compile (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) { unsigned int vertex_shader; cairo_status_t status; 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; ctx->shader_impl->compile_shader (ctx, &ctx->vertex_shaders[vertex_shader], GL_VERTEX_SHADER, source); free (source); } ctx->shader_impl->compile_shader (ctx, &shader->fragment_shader, GL_FRAGMENT_SHADER, fragment_text); ctx->shader_impl->link_shader (ctx, &shader->program, ctx->vertex_shaders[vertex_shader], shader->fragment_shader); 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, const char *name, float value) { ctx->shader_impl->bind_float (ctx, ctx->current_shader, name, value); } void _cairo_gl_shader_bind_vec2 (cairo_gl_context_t *ctx, const char *name, float value0, float value1) { ctx->shader_impl->bind_vec2 (ctx, ctx->current_shader, name, value0, value1); } void _cairo_gl_shader_bind_vec3 (cairo_gl_context_t *ctx, const char *name, float value0, float value1, float value2) { ctx->shader_impl->bind_vec3 (ctx, ctx->current_shader, name, value0, value1, value2); } void _cairo_gl_shader_bind_vec4 (cairo_gl_context_t *ctx, const char *name, float value0, float value1, float value2, float value3) { ctx->shader_impl->bind_vec4 (ctx, ctx->current_shader, name, value0, value1, value2, value3); } void _cairo_gl_shader_bind_matrix (cairo_gl_context_t *ctx, const char *name, cairo_matrix_t* m) { ctx->shader_impl->bind_matrix (ctx, ctx->current_shader, name, m); } void _cairo_gl_shader_bind_matrix4f (cairo_gl_context_t *ctx, const char *name, GLfloat* gl_m) { ctx->shader_impl->bind_matrix4f (ctx, ctx->current_shader, name, gl_m); } void _cairo_gl_set_shader (cairo_gl_context_t *ctx, cairo_gl_shader_t *shader) { if (ctx->current_shader == shader) return; ctx->shader_impl->use (ctx, shader); 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.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.mask_gl_filter = _cairo_gl_operand_get_gl_filter (mask); lookup.mask_border_fade = _cairo_gl_shader_needs_border_fade (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 (ctx, &entry->shader, cairo_gl_operand_get_var_type (source->type), cairo_gl_operand_get_var_type (mask->type), 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; }