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-rw-r--r--src/cairo-gl-shaders.c428
-rw-r--r--src/cairo-gl-surface.c6
2 files changed, 186 insertions, 248 deletions
diff --git a/src/cairo-gl-shaders.c b/src/cairo-gl-shaders.c
index 240054d9..1a4c9a0c 100644
--- a/src/cairo-gl-shaders.c
+++ b/src/cairo-gl-shaders.c
@@ -551,30 +551,187 @@ cairo_gl_shader_get_vertex_source (cairo_gl_var_type_t src,
cairo_gl_var_type_t mask,
cairo_gl_var_type_t dest)
{
- cairo_output_stream_t *stream = _cairo_memory_stream_create ();
- unsigned char *source;
- unsigned int length;
+ cairo_output_stream_t *stream = _cairo_memory_stream_create ();
+ unsigned char *source;
+ unsigned int length;
- cairo_gl_shader_emit_variable (stream, src, CAIRO_GL_OPERAND_SOURCE);
- cairo_gl_shader_emit_variable (stream, mask, CAIRO_GL_OPERAND_MASK);
- cairo_gl_shader_emit_variable (stream, dest, CAIRO_GL_OPERAND_DEST);
-
- _cairo_output_stream_printf (stream,
- "void main()\n"
- "{\n"
- " gl_Position = ftransform();\n");
+ cairo_gl_shader_emit_variable (stream, src, CAIRO_GL_OPERAND_SOURCE);
+ cairo_gl_shader_emit_variable (stream, mask, CAIRO_GL_OPERAND_MASK);
+ cairo_gl_shader_emit_variable (stream, dest, CAIRO_GL_OPERAND_DEST);
+
+ _cairo_output_stream_printf (stream,
+ "void main()\n"
+ "{\n"
+ " gl_Position = ftransform();\n");
- cairo_gl_shader_emit_vertex (stream, src, CAIRO_GL_OPERAND_SOURCE);
- cairo_gl_shader_emit_vertex (stream, mask, CAIRO_GL_OPERAND_MASK);
- cairo_gl_shader_emit_vertex (stream, dest, CAIRO_GL_OPERAND_DEST);
-
- _cairo_output_stream_write (stream,
- "}\n\0", 3);
+ cairo_gl_shader_emit_vertex (stream, src, CAIRO_GL_OPERAND_SOURCE);
+ cairo_gl_shader_emit_vertex (stream, mask, CAIRO_GL_OPERAND_MASK);
+ cairo_gl_shader_emit_vertex (stream, dest, CAIRO_GL_OPERAND_DEST);
+
+ _cairo_output_stream_write (stream,
+ "}\n\0", 3);
- if (_cairo_memory_stream_destroy (stream, &source, &length))
- return NULL;
+ if (_cairo_memory_stream_destroy (stream, &source, &length))
+ return NULL;
- return (char *) source;
+ return (char *) source;
+}
+
+static void
+cairo_gl_shader_emit_color (cairo_output_stream_t *stream,
+ GLuint tex_target,
+ cairo_gl_operand_type_t type,
+ cairo_gl_operand_name_t name)
+{
+ const char *namestr = operand_names[name];
+ const char *rectstr = (tex_target == GL_TEXTURE_RECTANGLE_EXT ? "Rect" : "");
+
+ switch (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"
+ "varying vec2 %s_texcoords;\n"
+ "vec4 get_%s()\n"
+ "{\n"
+ " return texture2D%s(%s_sampler, %s_texcoords);\n"
+ "}\n",
+ rectstr, namestr, namestr, namestr, rectstr, namestr, namestr);
+ break;
+ case CAIRO_GL_OPERAND_TEXTURE_ALPHA:
+ _cairo_output_stream_printf (stream,
+ "uniform sampler2D%s %s_sampler;\n"
+ "varying vec2 %s_texcoords;\n"
+ "vec4 get_%s()\n"
+ "{\n"
+ " return vec4 (0, 0, 0, texture2D%s(%s_sampler, %s_texcoords).a);\n"
+ "}\n",
+ rectstr, namestr, namestr, namestr, rectstr, namestr, namestr);
+ break;
+ case CAIRO_GL_OPERAND_LINEAR_GRADIENT:
+ _cairo_output_stream_printf (stream,
+ "uniform sampler1D %s_sampler;\n"
+ "uniform mat4 %s_matrix;\n"
+ "uniform vec2 %s_segment;\n"
+ "\n"
+ "vec4 get_%s()\n"
+ "{\n"
+ " vec2 pos = (%s_matrix * vec4 (gl_FragCoord.xy, 0.0, 1.0)).xy;\n"
+ " float t = dot (pos, %s_segment) / dot (%s_segment, %s_segment);\n"
+ " return texture1D (%s_sampler, t);\n"
+ "}\n",
+ namestr, namestr, namestr, namestr, namestr,
+ namestr, namestr, namestr, namestr);
+ break;
+ case CAIRO_GL_OPERAND_RADIAL_GRADIENT:
+ _cairo_output_stream_printf (stream,
+ "uniform sampler1D %s_sampler;\n"
+ "uniform mat4 %s_matrix;\n"
+ "uniform vec2 %s_circle_1;\n"
+ "uniform float %s_radius_0;\n"
+ "uniform float %s_radius_1;\n"
+ "\n"
+ "vec4 get_%s()\n"
+ "{\n"
+ " vec2 pos = (%s_matrix * vec4 (gl_FragCoord.xy, 0.0, 1.0)).xy;\n"
+ " \n"
+ " float dr = %s_radius_1 - %s_radius_0;\n"
+ " float dot_circle_1 = dot (%s_circle_1, %s_circle_1);\n"
+ " float dot_pos_circle_1 = dot (pos, %s_circle_1);\n"
+ " \n"
+ " float A = dot_circle_1 - dr * dr;\n"
+ " float B = -2.0 * (dot_pos_circle_1 + %s_radius_0 * dr);\n"
+ " float C = dot (pos, pos) - %s_radius_0 * %s_radius_0;\n"
+ " float det = B * B - 4.0 * A * C;\n"
+ " det = max (det, 0.0);\n"
+ " \n"
+ " float sqrt_det = sqrt (det);\n"
+ " sqrt_det *= sign(A);\n"
+ " \n"
+ " float t = (-B + sqrt_det) / (2.0 * A);\n"
+ " return texture1D (%s_sampler, t);\n"
+ "}\n",
+ namestr, namestr, namestr, namestr, namestr,
+ namestr, namestr, namestr, namestr, namestr,
+ namestr, namestr, namestr, namestr, namestr,
+ namestr);
+ break;
+ case CAIRO_GL_OPERAND_SPANS:
+ _cairo_output_stream_printf (stream,
+ "varying float %s_coverage;\n"
+ "vec4 get_%s()\n"
+ "{\n"
+ " return vec4(0, 0, 0, %s_coverage);\n"
+ "}\n",
+ namestr, namestr, namestr);
+ break;
+ }
+}
+
+static char *
+cairo_gl_shader_get_fragment_source (GLuint tex_target,
+ cairo_gl_shader_in_t in,
+ cairo_gl_operand_type_t src,
+ cairo_gl_operand_type_t mask,
+ cairo_gl_operand_type_t dest)
+{
+ cairo_output_stream_t *stream = _cairo_memory_stream_create ();
+ unsigned char *source;
+ unsigned int length;
+
+ cairo_gl_shader_emit_color (stream, tex_target, src, CAIRO_GL_OPERAND_SOURCE);
+ cairo_gl_shader_emit_color (stream, tex_target, mask, CAIRO_GL_OPERAND_MASK);
+ if (dest != CAIRO_GL_OPERAND_NONE)
+ cairo_gl_shader_emit_color (stream, tex_target, dest, CAIRO_GL_OPERAND_DEST);
+
+ _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;\n");
+ break;
+ case CAIRO_GL_SHADER_IN_CA_SOURCE:
+ _cairo_output_stream_printf (stream,
+ " gl_FragColor = get_source() * get_mask();\n");
+ break;
+ case CAIRO_GL_SHADER_IN_CA_SOURCE_ALPHA:
+ _cairo_output_stream_printf (stream,
+ " gl_FragColor = get_source().a * get_mask();\n");
+ break;
+ }
+
+ _cairo_output_stream_write (stream,
+ "}\n\0", 3);
+
+ if (_cairo_memory_stream_destroy (stream, &source, &length))
+ return NULL;
+
+ return (char *) source;
}
cairo_status_t
@@ -691,177 +848,6 @@ _cairo_gl_use_program (cairo_gl_context_t *ctx,
ctx->shader_impl->use_program (program);
}
-static const char *fs_source_constant =
- "uniform vec4 constant_source;\n"
- "vec4 get_source()\n"
- "{\n"
- " return constant_source;\n"
- "}\n";
-static const char *fs_source_texture =
- "uniform sampler2D source_sampler;\n"
- "varying vec2 source_texcoords;\n"
- "vec4 get_source()\n"
- "{\n"
- " return texture2D(source_sampler, source_texcoords);\n"
- "}\n";
-static const char *fs_source_texture_rect =
- "uniform sampler2DRect source_sampler;\n"
- "varying vec2 source_texcoords;\n"
- "vec4 get_source()\n"
- "{\n"
- " return texture2DRect(source_sampler, source_texcoords);\n"
- "}\n";
-static const char *fs_source_texture_alpha =
- "uniform sampler2D source_sampler;\n"
- "varying vec2 source_texcoords;\n"
- "vec4 get_source()\n"
- "{\n"
- " return vec4(0, 0, 0, texture2D(source_sampler, source_texcoords).a);\n"
- "}\n";
-static const char *fs_source_texture_alpha_rect =
- "uniform sampler2DRect source_sampler;\n"
- "varying vec2 source_texcoords;\n"
- "vec4 get_source()\n"
- "{\n"
- " return vec4(0, 0, 0, texture2DRect(source_sampler, source_texcoords).a);\n"
- "}\n";
-static const char *fs_source_linear_gradient =
- "uniform sampler1D source_sampler;\n"
- "uniform mat4 source_matrix;\n"
- "uniform vec2 source_segment;\n"
- "\n"
- "vec4 get_source()\n"
- "{\n"
- " vec2 pos = (source_matrix * vec4 (gl_FragCoord.xy, 0.0, 1.0)).xy;\n"
- " float t = dot (pos, source_segment) / dot (source_segment, source_segment);\n"
- " return texture1D (source_sampler, t);\n"
- "}\n";
-static const char *fs_source_radial_gradient =
- "uniform sampler1D source_sampler;\n"
- "uniform mat4 source_matrix;\n"
- "uniform vec2 source_circle_1;\n"
- "uniform float source_radius_0;\n"
- "uniform float source_radius_1;\n"
- "\n"
- "vec4 get_source()\n"
- "{\n"
- " vec2 pos = (source_matrix * vec4 (gl_FragCoord.xy, 0.0, 1.0)).xy;\n"
- " \n"
- " float dr = source_radius_1 - source_radius_0;\n"
- " float dot_circle_1 = dot (source_circle_1, source_circle_1);\n"
- " float dot_pos_circle_1 = dot (pos, source_circle_1);\n"
- " \n"
- " float A = dot_circle_1 - dr * dr;\n"
- " float B = -2.0 * (dot_pos_circle_1 + source_radius_0 * dr);\n"
- " float C = dot (pos, pos) - source_radius_0 * source_radius_0;\n"
- " float det = B * B - 4.0 * A * C;\n"
- " det = max (det, 0.0);\n"
- " \n"
- " float sqrt_det = sqrt (det);\n"
- " sqrt_det *= sign(A);\n"
- " \n"
- " float t = (-B + sqrt_det) / (2.0 * A);\n"
- " return texture1D (source_sampler, t);\n"
- "}\n";
-static const char *fs_mask_constant =
- "uniform vec4 constant_mask;\n"
- "vec4 get_mask()\n"
- "{\n"
- " return constant_mask;\n"
- "}\n";
-static const char *fs_mask_texture =
- "uniform sampler2D mask_sampler;\n"
- "varying vec2 mask_texcoords;\n"
- "vec4 get_mask()\n"
- "{\n"
- " return texture2D(mask_sampler, mask_texcoords);\n"
- "}\n";
-static const char *fs_mask_texture_rect =
- "uniform sampler2DRect mask_sampler;\n"
- "varying vec2 mask_texcoords;\n"
- "vec4 get_mask()\n"
- "{\n"
- " return texture2DRect(mask_sampler, mask_texcoords);\n"
- "}\n";
-static const char *fs_mask_texture_alpha =
- "uniform sampler2D mask_sampler;\n"
- "varying vec2 mask_texcoords;\n"
- "vec4 get_mask()\n"
- "{\n"
- " return vec4(0, 0, 0, texture2D(mask_sampler, mask_texcoords).a);\n"
- "}\n";
-static const char *fs_mask_texture_alpha_rect =
- "uniform sampler2DRect mask_sampler;\n"
- "varying vec2 mask_texcoords;\n"
- "vec4 get_mask()\n"
- "{\n"
- " return vec4(0, 0, 0, texture2DRect(mask_sampler, mask_texcoords).a);\n"
- "}\n";
-static const char *fs_mask_linear_gradient =
- "uniform sampler1D mask_sampler;\n"
- "uniform mat4 mask_matrix;\n"
- "uniform vec2 mask_segment;\n"
- "\n"
- "vec4 get_mask()\n"
- "{\n"
- " vec2 pos = (mask_matrix * vec4 (gl_FragCoord.xy, 0.0, 1.0)).xy;\n"
- " float t = dot (pos, mask_segment) / dot (mask_segment, mask_segment);\n"
- " return texture1D (mask_sampler, t);\n"
- "}\n";
-static const char *fs_mask_radial_gradient =
- "uniform sampler1D mask_sampler;\n"
- "uniform mat4 mask_matrix;\n"
- "uniform vec2 mask_circle_1;\n"
- "uniform float mask_radius_0;\n"
- "uniform float mask_radius_1;\n"
- "\n"
- "vec4 get_mask()\n"
- "{\n"
- " vec2 pos = (mask_matrix * vec4 (gl_FragCoord.xy, 0.0, 1.0)).xy;\n"
- " \n"
- " float dr = mask_radius_1 - mask_radius_0;\n"
- " float dot_circle_1 = dot (mask_circle_1, mask_circle_1);\n"
- " float dot_pos_circle_1 = dot (pos, mask_circle_1);\n"
- " \n"
- " float A = dot_circle_1 - dr * dr;\n"
- " float B = -2.0 * (dot_pos_circle_1 + mask_radius_0 * dr);\n"
- " float C = dot (pos, pos) - mask_radius_0 * mask_radius_0;\n"
- " float det = B * B - 4.0 * A * C;\n"
- " det = max (det, 0.0);\n"
- " \n"
- " float sqrt_det = sqrt (det);\n"
- " sqrt_det *= sign(A);\n"
- " \n"
- " float t = (-B + sqrt_det) / (2.0 * A);\n"
- " return texture1D (mask_sampler, t);\n"
- "}\n";
-static const char *fs_mask_none =
- "vec4 get_mask()\n"
- "{\n"
- " return vec4(0, 0, 0, 1);\n"
- "}\n";
-static const char *fs_mask_spans =
- "varying float mask_coverage;\n"
- "vec4 get_mask()\n"
- "{\n"
- " return vec4(0, 0, 0, mask_coverage);\n"
- "}\n";
-static const char *fs_in_normal =
- "void main()\n"
- "{\n"
- " gl_FragColor = get_source() * get_mask().a;\n"
- "}\n";
-static const char *fs_in_component_alpha_source =
- "void main()\n"
- "{\n"
- " gl_FragColor = get_source() * get_mask();\n"
- "}\n";
-static const char *fs_in_component_alpha_alpha =
- "void main()\n"
- "{\n"
- " gl_FragColor = get_source().a * get_mask();\n"
- "}\n";
-
/**
* This function reduces the GLSL program combinations we compile when
* there are non-functional differences.
@@ -893,38 +879,10 @@ _cairo_gl_get_program (cairo_gl_context_t *ctx,
cairo_gl_shader_in_t in,
cairo_gl_shader_program_t **out_program)
{
- const char *source_sources[CAIRO_GL_OPERAND_COUNT] = {
- NULL,
- fs_source_constant,
- fs_source_texture,
- fs_source_texture_alpha,
- fs_source_linear_gradient,
- fs_source_radial_gradient,
- NULL
- };
- const char *mask_sources[CAIRO_GL_OPERAND_COUNT] = {
- fs_mask_none,
- fs_mask_constant,
- fs_mask_texture,
- fs_mask_texture_alpha,
- fs_mask_linear_gradient,
- fs_mask_radial_gradient,
- fs_mask_spans
- };
- const char *in_sources[CAIRO_GL_SHADER_IN_COUNT] = {
- fs_in_normal,
- fs_in_component_alpha_source,
- fs_in_component_alpha_alpha,
- };
cairo_gl_shader_program_t *program;
- const char *source_source, *mask_source, *in_source;
char *fs_source;
cairo_status_t status;
- assert (source < ARRAY_LENGTH (source_sources));
- assert (source_sources[source] != NULL);
- assert (mask < ARRAY_LENGTH (mask_sources));
-
program = _cairo_gl_select_program(ctx, source, mask, in);
if (program->program) {
*out_program = program;
@@ -937,33 +895,13 @@ _cairo_gl_get_program (cairo_gl_context_t *ctx,
if (ctx->shader_impl == NULL)
return CAIRO_INT_STATUS_UNSUPPORTED;
- source_source = source_sources[source];
- mask_source = mask_sources[mask];
- in_source = in_sources[in];
-
- /* For ARB_texture_rectangle, rewrite sampler2D and texture2D to
- * sampler2DRect and texture2DRect.
- */
- if (ctx->tex_target == GL_TEXTURE_RECTANGLE_EXT) {
- if (source_source == fs_source_texture)
- source_source = fs_source_texture_rect;
- else if (source_source == fs_source_texture_alpha)
- source_source = fs_source_texture_alpha_rect;
-
- if (mask_source == fs_mask_texture)
- mask_source = fs_mask_texture_rect;
- else if (mask_source == fs_mask_texture_alpha)
- mask_source = fs_mask_texture_alpha_rect;
- }
-
- fs_source = _cairo_malloc (strlen(source_source) +
- strlen(mask_source) +
- strlen(in_source) +
- 1);
+ fs_source = cairo_gl_shader_get_fragment_source (ctx->tex_target,
+ in,
+ source,
+ mask,
+ CAIRO_GL_OPERAND_NONE);
if (unlikely (fs_source == NULL))
- return _cairo_error (CAIRO_STATUS_NO_MEMORY);
-
- sprintf(fs_source, "%s%s%s", source_source, mask_source, in_source);
+ return CAIRO_STATUS_NO_MEMORY;
init_shader_program (program);
status = create_shader_program (ctx,
diff --git a/src/cairo-gl-surface.c b/src/cairo-gl-surface.c
index 494a16bc..889e41de 100644
--- a/src/cairo-gl-surface.c
+++ b/src/cairo-gl-surface.c
@@ -1387,9 +1387,9 @@ _cairo_gl_set_tex_combine_constant_color (cairo_gl_context_t *ctx,
cairo_status_t status;
if (tex_unit == 0)
- uniform_name = "constant_source";
+ uniform_name = "source_constant";
else
- uniform_name = "constant_mask";
+ uniform_name = "mask_constant";
status = bind_vec4_to_shader (ctx,
setup->shader->program,
@@ -1663,7 +1663,7 @@ _cairo_gl_set_component_alpha_mask_operand (cairo_gl_context_t *ctx,
if (setup->shader) {
cairo_status_t status;
status = bind_vec4_to_shader (ctx, setup->shader->program,
- "constant_mask",
+ "mask_constant",
setup->src.operand.constant.color[0],
setup->src.operand.constant.color[1],
setup->src.operand.constant.color[2],